Espen the Smelly Human

PLAYER NAME: Jon
DESCRIPTION: Espen stands 6' 1" and weighs 225 lbs with Brown eyes and hair. A ragged young human at 22 years of age, Espen freely offers his services to those that require them. That typically includes adventuring and exploring within the wilderness. He uses a huge composite long bow which he aquired.
22
+6
18
+4
16
+3
10
+0
16
+3
10
+0
CLASS [LEVEL]
EXPERIENCE
Ranger [17] 136,214

Race
Size
Sex
Alignment
DIETY

Human

M

M

NG

Bel

BASE SAVING THROWS
BASE ATTACK
BONUS
MAX HIT POINTS
Fortitude
Reflex
Will
TOTAL
Base
Con Adj.
+10 +5 +5 +17/+12/+7/+2 186 135 +51

WEAPON Attack Damage Crit
Elkhorn Bow
+28/+23/+18/+13/+8 (+1)
1d8+10+1d8 (+1)
15-20 / x3
Range Weight Type Size Special
330
3#
P
L
Focus, Artifact (Point Blank), MC Arrow, Quickver

WEAPON Attack Damage Crit
Elkhorn Bow (Rapid)
+26/+26/+21/+16/+11/+6 (+1)
1d8+10+1d8 (+1)
15-20 / x3
Range Weight Type Size Special
330
3#
P
L
Focus, Artifact, Rapid Shot, (Point Blank) MC Arrow, QuickVer

WEAPON Attack Damage Crit
Greatsword of Cleaving
+25/+20/+15/+10
2d6+11
19-20 / x2
Range Weight Type Size Special
-
15#
S
L
Grants Cleave Feat

Armor Type Armor Bonus Max Dex Bonus
Leaf Armor
Light
+6
+6
Check Penalty Spell Failure Speed Weight Special Properties
-
10%
30
15#
Scale mail as light as leather

SHIELD Armor Bonus Weight Check Penalty Spell Failure
none
-
-
-
-
Special Properties
-

HIT POINTS
CURRENT SUBDUAL TEMP.
186
-
-

ADJ. MELEE ATTACK
+23/+18/+13/+8
ADJ. RANGED ATTACK
+21/+16/+11/+6 (+19/+19/+14/+9/+4)

ADJ. SAVING THROWS
Fortitude
Reflex
Will

+13

+9

+8


ADJ. ARMOR CLASS
FULL ARMOR DEX. MAG.
20
+6
+4
0

INITIATIVE
BONUS DEX OTHER
+4
+4
-

MOVEMENT
SPEED
Base
Special

30'

30'

-



SKILLS
NAME BONUS   RANKS ABILITY MISC
Animal Empathy
+2
=
2
+0
-
Appraise
+0
=
+0
Balance
+3
=
+3
Bluff
+0
=
+0
Climb
+6
=
+6
Concentration
+4
=
1
+3
Craft (Bowyer)
+11
=
11
+0
Diplomacy
+0
=
+0
Disguise
+0
=
+0
Escape Artist
+3
=
+3
Forgery
+0
=
+0
Gather Information
+0
=
+0
Handle Animal
+5
=
5
+0
Heal
+3
=
+3
Hide
+17
=
14
+3
Intimidate
+0
=
+0
Intuit Direction
+5
=
2
+3
Jump
+6
=
+6
Knowledge (Nature)
+6
=
6
+0
Listen
+15
=
10
+3
+2
Move Silently
+17
=
14
+3
Ride (Horse)
+8
=
3
+3
+2
Ride (Dragon)
+8
=
3
+3
+2
Scry
+0
=
+0
Search
+6
=
6
+0
Sense Motive
+3
=
+3
Spot
+25
=
20
+3
+2
Swim
+4 (-1)
=
1
+6
-3 (-8)
Use Rope
+3
=
+3
Wilderness Lore
+23
=
20
+3
FEATS
Tracking
Point Blank Shot
Precise Shot

Human: Alertness
1. Weapon Focus (bow)
3. Far Shot
6. Run
9. Rapid Shot
12. Craft Magic Arms/Armor
15. Improved Crit. (bow)

Cleave (GreatSword)

LANGUAGES
Common
Draconic
-

FAVORED ENEMIES
Enemy Bonus
Undead
+4
Goblinoids
+3
Giants
+2
Aberrations
+1

EQUIPMENT
ITEM NAME Location Weight
Leaf Armor
body
15#
Horn of Etherealness
belt
1#
Elkhorn Artifact Bow (currently missing)
back
3#
Mastercraft Mighty Composite Long Bow +5
back
3#
13 arrows of Entanglement (DC 13)
back
1#
Greatsword +2 of Cleaving
back
15#
Ring of Enlarge (3/day)
belt
-
Quiver (4 web arrows)
back
-
QuickVer of speed (50 +2 arrows)
back
3#
Emperor's Quiver (60 Mastercraft arrows)
back
3#
Explorer's Outfit
chest
free#
    Gray and Green Cloak
    Green Tunic
    Brown Pants
    Hard Black Boots
    Dark Green Gloves
Silk Rope 150'
backpack
5#
Hammer and Pitons
backpack
5#
BackPack
back
3#
GreatSword
back
15#
Flint and Steel
backpack
-
Bullseye Latern
belt
3#
Waterskin
belt
3#
Knife
belt
1#
Trail Rations (5 days)
backpack
5#
TOTAL WEIGHT
20 (48)

MONEY
Red Gold
1
Platinum
160
Gold
14827
Silver
6
Copper
8
Iron Bits

GEMS & JEWELERY
   
Light Load Medium Load Heavy Load Lift Over Head Lift Off Ground Push or Drag
up to 173 lb.
174-246 lb.
247-520 lb.
520 lb.
1040 lb.
2600 lb.

PREPARED SPELLS
First Level Second Level Third Level Fourth Level
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
SAVE DCs
Level
DC
Per Day
Zero
+3
0
1st
+4
3
2nd
+5
3
3rd
+6
3
4th
+7
1

DOMAINS
Ranger Spells

ACTIVE SPELLS
NAME
DURATION
-
-
-
-
-
-

SPELL NOTES

 


SPELL BOOK AND NOTES
First Second Third Fourth
Alarm Animal messenger Control Plants Cure Serious Wounds
Animal Friendship Cure Light Wounds Diminish Plants Freedom of Movement
Delay Poison Detect Chaos Greater Magic Fang Nondetection
Detect Plants and Aminmals Detect Good Neutralize Poison Polymorph Self
Detect Snares and Pits Detect Evil Plant Growth Summon Natures Ally IV
Entangle Detect Law Remove Disease Tree Stride
Magic Fang Hold Animal Summon Natures Ally III Wind Wall
Pass without Trace Protection from Elements Tree Shape -
Read Magic Sleep Water Walk -
Resist Elements Snare - -
Speak with Animals Speak with Plants - -
Summon Natures Ally I Summon Natures Ally II - -


PERSONALITY & MANNERISMS
Irritable and bitter (due to the lies that a particular Copper dragon has deceived him with), quiet, helpful, rational
NAMES, NOTES, & ADVENTURES
Espen is now on a quest to figure out how to trick the above mentioned Copper Dragon into finding his original equipment back. Unfortunately, since Espen is a sap, he will try to earn the favor of the dragon (even after having saved it's grandson from a fate worse than death, even after sacrificing his own arm to obtain gifts of wyvern's tails, and even after giving the dragon a very nice sword of artifact quality obtained from some fire giants). Perhaps Espen is a sap... ?
Espen finally came up with a riddle that Glittershard couldn't answer. Perhaps Glittershard has been away from tree planting patterns for a long time? Espen did manage to practically singlehandedly trick a red dragon out of it's treasure (with a LOT of help from Glittershards claws and teeth). He was particularly proud of that accomplishment (oddly enough, as was Glittershard).

Alas, as with all powerful things, by some strange twist of fate, Espen's currently borrowed Artifact Bow was stolen away by a creature of unknown origin. Apparently, some greater demon of sorts seems to have despised the fact that Espen was marginally effective with his interesting bow, and wished it elsewhere. So now Espen is on his own little miniquest to attempt to find the whereabouts of it. Once he does find it, however, depending on whether the current wielder is worthy, he will probably just leave it. Such powerful artifacts should really only be used in times of great need. Espen's quest to help save the world has been completed, so his need is not so great anymore. Though, he may still be called upon to remove the usurper lord Paldros. For such a task, perhaps he should quickly set about finding the bow again... Or have another bow made for him. He does still posess the magical enlargement ring, the Horn of Etherealness, the Quiver, and the Arrow, however. With those 4 magical items, he may yet prevail.

Using the Horn
Location DC
Outside Glittershard's Lair 15
Green Dragon Lake 11
Forrestall's Grove 15
Kendall Keep 15

Notes on the Elkhorn Bow

    +5 enchanted Mighty Composite Long Bow (+5) of Distance
    Critical range is 18-20 / 3X
    Additional 1d8 of extra damage per shot
    3 times per day it can cast Flame Arrow, Sending or True Strike on one arrow at 15th level.
    1 time per day it can cast Find the Path at 15th level.
Notes on the Arrow
    The arrow is unbreakable save by interaction with a diety
    It can act as an Arrow of slaying against any Aberration, Magical Beast, Monstrous Humanoid, or Outsider called forth by Titan Magics (?). Doing so Disintegrates the arrow, but it will regrow back in 24 hours.
Notes on Emperor's Quiver
    3 times per day, it can cast Daylight, Dispel Magic, Flame Arrow, Sleep, Ghost Touch or Wounding at 15th level on an arrow drawn from it.
    Enables bearer to use the druidic ability of Woodland Stride

Last Updated: 14:12:03 October 8, 2001