Tomu Kumun

PLAYER NAME: Jon
DESCRIPTION: 360 pounds, 8'5", Black curly hair, brown eyes, dark complexion.
26
+8
12
+1
12
+1
12
+1
14
+2
10
+0
CLASS [LEVEL]
EXPERIENCE
Ranger [18] Barbarian [2] 190,038

Race
Size
Sex
Alignment
DIETY

Human (Dalgobian)

L

M

Neutral

Bel

BASE SAVING THROWS
BASE ATTACK
BONUS
MAX HIT POINTS
Fortitude
Reflex
Will
TOTAL
Base
Con Adj.
+14 +11 +6 +20/+15/+10/+5 159 139 20

WEAPON Attack Damage Crit
Adamantine Orc Double Axes +3
+31/+31/+26/+26/+21/+21/+16
2d6 +11/+7
19-20 / x3
Range Weight Type Size Special
-
30
S
H
+3, Adamantine

WEAPON Attack Damage Crit
Sonic Orc Double Axe +1
+29/+29/+24/+24/+19/+19/+14
(2d6+1d6) +9/+5
19-20 / x3
Range Weight Type Size Special
-
30
S
H
+1, +1d6 sonic

WEAPON Attack Damage Crit
Warhammer
+28/+23/+18/+13
2d6 + 8
20 / x3
Range Weight Type Size Special
-
10
B
L
Masterwork, Cold Iron

WEAPON Attack Damage Crit
Huge Greatsword +3
+30/+25/+20/+15
3d6 + 15
20 / x3
- Weight Type Size Special
y
6
S
H
Huge

WEAPON Attack Damage Crit
Composite LongBow
+21/+16/+11/+6
2d6 +6
20 / x3
Range Weight Type Size Special
110
3
P
L
Mighty +6, Masterwork

Armor Type Armor Bonus Max Dex Bonus
Mithril Breastplate +1
Medium
+6
+5
Check Penalty Spell Failure Speed Weight Special Properties
-1
15%
40 ft
30
+1, Mithril, Medium Fortification

SHIELD Armor Bonus Weight Check Penalty Spell Failure
Animated, Darkwood Large Shield
+3
5
-
-
Special Properties
Made of Darkwood, +1, Animated

HIT POINTS
CURRENT SUBDUAL TEMP.
159
-
-

ADJ. MELEE ATTACK
+27/+22/+17/+12
ADJ. RANGED ATTACK
+20/+15/+10/+5

ADJ. SAVING THROWS
Fortitude
Reflex
Will

+17

+14

+10


ADJ. ARMOR CLASS
FULL Armor Dex. Shield Misc
24
+6
+1
+3
-1+5

INITIATIVE
BONUS DEX OTHER
+1
+1
-

MOVEMENT
SPEED
Base
Special

40'

40'

-




SKILLS
NAME BONUS   RANKS ABILITY MISC
(*T) Alchemy
-
=
+1
(*) Appraise
+1
=
+1
(*) Balance
+0
=
+1
-1
(*) Bluff
+0
=
-
+0
Climb
+12
=
5
+8
-1
Concentration
+1
=
-
+1
Craft
-
=
+1
    Weaponsmithing
+10
=
7
+1
+2
    Armorer
+10
=
7
+1
+2
(*T) Decipher Script
-
=
+1
Diplomacy
+0
=
+0
(*T) Disable Device
-
=
+1
(*) Disguise
+0
=
+0
(*) Escape Artist
+0
=
+1
-1
(*) Forgery
+1
=
+1
(*) Gather Information
+0
=
+0
(T) Handle Animal
+5
=
5
+0
Heal
+4
=
2
+2
Hide
15
=
19
+1
-5
(*) Intimidate
+0
=
+0
Jump
+21
=
10
+8
+3
(*T) Knowledge
-
=
+1
    (*T) Arcana
-
=
+1
    (*T) Arch. & Eng.
-
=
+1
    (T) Dungeoneering
6
=
5
+1
    (T) Geography
6
=
5
+1
    (*T) History
-
=
+1
    (*T) Local
-
=
+1
    (T) Nature
+8
=
5
+1
+2
    (*T) Nobility & Royalty
-
=
+1
    (*T) The Planes
-
=
+1
    (*T) Religion
-
=
+1
Listen
+25
=
23
+2
Move Silently
+23
=
23
+1
-1
(*T) Open Lock
-
=
+1
(*) Perform
+0
=
+0
(T) Profession
-
=
+2
Ride
+3
=
+1
+2
Search
+6
=
5
+1
(*) Sense Motive
+2
=
+2
(*T) Sleight of Hand
-
=
+1
(*T) Speak Language (Skye)
+1
=
1
+1
(*T) Speak Language (Old Pictish)
+1
=
1
+1
(*T) Speak Language (Dalgobi)
+1
=
1
+1
(*T) Speak Language (Dwarven)
+1
=
1
+1
(*T) Spellcraft
2
=
1
+1
Spot
+25
=
23
+2
Survival
+25
=
23
+2
    Above/Below Ground
+27
=
23
+2
+2
    Tracking
+27
=
23
+2
+2
    Above/Below Ground Tracking
+29
=
23
+2
+4
    Getting Lost
+29
=
23
+2
+4
Swim
+9
=
5
+6
-2
(*T) Tumble
-
=
+1
+2
(*T) Use Magical Device
-
=
+0
Use Rope
+1
=
+1
FEATS
Fast Movement
Rage 1/day
Track
Wild Empathy
Favored Enemy
Two Weapon Fighting
Endurance
Animal Companion (4HD)
Improved Two Weapon Fighting
Woodland Stride
Swift Tracker
Evasion
Camoflage
Hide in Plain Sight
Uncanny Dodge (Dex bonus)

Human: Large
1. Orc Double Axe proficiency
3. Weapon Focus (Orc Double Axe)
6. Power Attack
9. Cleave
12. Improved Crit (Orc Double Axe)
15. Improved Sunder
18. Tactical Feat

LANGUAGES
Common (Dalgobian)
Common (Skye)
Old Pictish
Dwarven

Special Abilities
Favored Enemy Giants
+2
Favored Enemy Aberrations
+6
Favored Enemy Humans
+4
Favored Enemy Evil Outsider
+2
Wild Empathy -
+20
Cast "True Seeing"
10 min/day

EQUIPMENT
ITEM NAME Location Weight
Mithral Breastplate +1, Medium Fortification
worn
40#
Masterwork Composite Longbow +6
back
3#
Huge Longspear
back
18#
Quiver (32 arrows)
back
3#
Adamantine Orc Double Axe +3 (Huge)
belt
30#
Sonic Orc Double Axe +1 (Huge)
belt
30#
Masterwork Smithing Tools
Backpack
5
Ring of Barbarian Lords +3
finger
-
Cloak of Protection +2
back
-
Animated Darkwood Large Shield +1
back
5#
Masterwork Cold Iron Large Warhammer
belt
16#
Greatsword +3 (Huge)
belt
16#
Magical Heal Emerald (150 hp)
pocket
#
Girdle of Strength +2
pocket
#
Goggles of Night
face
#
Cold Weather Outfit
chest
free#
Explorer's Outfit
chest
free#
    Gray and green Cloak
    green Tunic
    Brown Pants
    Hard Black Boots
    Dark green Gloves
Flint and Steel
Backpack
1
Dagger (Short Sword)
Backpack
2
Bullseye Lantern
Backpack
2#
1 Alchemists Fire
Backpack
1/0#
4 Oil Flasks
Backpack
4#
Waterskin
Backpack
3#
Trail Rations (5 days)
Backpack
10#
1 Cure Light Wounds Wand (32 charges)
belt
-
4 Tanglefoot bag
belt
4#
Silvered Longsword
belt
3#
TOTAL WEIGHT
44 (143)

MONEY
Red Gold
-
Platinum
-
Gold
24701
Silver
102
Copper
2
Iron Bits

GEMS & JEWELERY
3 Clear Spindle
100 gp
1 Red Spinel
100 gp
5 Green Spinel
100 gp
4 Pearls
50 gp
2 amber
100 gp
   
Light Load Medium Load Heavy Load Lift Over Head Lift Off Ground Push or Drag
up to 612 lb.
613-1226 lb.
1227-1848 lb.
1840 lb.
3680 lb.
9200 lb.

KNOWN SPELLS
Zero Level First Level Second Level Third Level
SAVE DCs
Level
DC
Per Day
Zero
-
-
1st
13
2 (+1)
2nd
14
2 (+1)
3rd
15
2
4th
16
1


SPELL BOOK AND NOTES
First Second Third Fourth
Alarm Barkskin Command Plants Animal Growth
Animal Messenger Bear's Endurance Cure Moderate Wounds Commune with Nature
Calm Animals Cat's Grace Darkvision Cure Serious Wounds
Charm Animal Cure Light Wounds Diminish Plants Freedom of Movement
Delay Poison Hold Animal Magic Fang, Greater Nondetection
Detect Animals or Plants Owl's Wisdom Neutralize Poison Summon Nature's Ally IV
Detect Poison Protection from Energy Plant Growth Tree Stride
Detect Snares and Pits Snare Reduce Animal -
Endure Elements Speak with Plants Remove Disease -
Entangle Spike Growth Repel Vermin -
Hide from Animals Summon Nature's Ally II Summon Nature's Ally III -
Jump Wind Wall Tree Shape -
Longstrider - Water Walk -
Magic Fang - - -
Pass without Trace - - -
Read Magic - - -
Resist Energy - - -
Speak with Animals - - -
Summon Nature's Ally I - - -
- - - -


PERSONALITY & MANNERISMS
Tired of being downtrodden, quick to anger because of it.
NAMES, NOTES, & ADVENTURES

Tomu Kumun has had a long and hard life. Due to his immense size, he was ostracized from his clan in the northern Dalgobian regions, being feared as an unnatural union of a giant and a human. He found service around the armies battling the Mishans and Norians in the Northern Wars. During his service with the Dalgobi empire, he found himself near a large fort made by the Dwarves. Apparently, Dwarves have a penchant for making large underground tribal homes by digging them out of solid rock. These tribal homes seem to also have a penchant for attracting a large number of interlopers that want to take over the dwarven Sabek's, whether for plundering the riches of the Dwarves, or just because "it's there". Either way, Tomu befriended one Dwarf from one of the Sabeks while in the army. When one of the initial series of campaigns was finished with, Tomu had some downtime, and, having no home of his own, decided to help out his long time battle companion with his troubles liberating his ancestral Dwarven Sabek from a horde of unnatural abberations and giants. During the battle, Tomu, using his large size and unique talents to play a decisive role in liberating the Sabek. In return for his help, he was awarded a very nice Breastplate manufactured by the Dwarves made from the rare substance "mithral". He also received, as an honorary gift, a Great Warhammer, symbolizing the clan of Dwarves he aided in their liberation. Little does Tomu know, but the hammer head was manufactured out of a rare earth metal known as "Cold Iron".

During his second stint as unlikely scout in the Northern Wars, his unit was captured while on patrol. Unfortunately for him, or perhaps fortunately, due to his large size, most people were afraid of him, therefore either leaving him alone or stoning him. Enduring these atrocities, he vowed to bring justice (his OWN style of hammer-in-noggin justice) to these captors. The rules of captivity are quite clear, and do NOT include torture. He had to sit by, bound and gagged while the armies of Noria slaughtered villages mercilessly. After a long enough period of time, however, his captors tired of himself and the last few remaining captives still alive, he was crucified near the town of Two Roads. He and another of the captives survived just long enough for a patrol of Mishans (???) cut him down and imprisoned him as a POW should be. While his living conditions were anything but luxurious, he did have ample food and water. These, it seemed, knew the rules of war far better than the Norians before.

He is now trying to exact revenge on his captors.

Irongate is a Dwarven place that is rumored to be phenomenally well defended and constructed.

Fate Points: 1
Hero Points: 4

Last Updated: 04:00:00 February 25, 2004