Odleif

Fighter / woodsman

Description:

5’10, 165 pounds

Ability Scores
Str 17 (+ 2 to hit, damage in melee / hurled missiles, + 10% xp)
Int 10 (+ 2 proficiencies)
Wis 13 (+ 1 to saves vs. mental attacks and spells)
Con 10
Dex 16 (+ 2 to hit in missile, -2 AC)
Cha 10

Class: Fighter Title: Myrmidon
6th level Xp 35,301 Needs 64000 Bonus 10%

Armor Class: 1 (4 if unaware)
Chain Mail + 1, Boots of Striding and Springing
May declare 1 attacker per round with hand-held or hurled weapon and have -1 AC against that attacker when using bow.

Hit Points: 31 (6 + 8 + 2 + 6 + 7 + 2)

Move 40 if carrying less than 245 pounds
(no encumbrance as long as boots are worn, up to 12 hours/day).
After 12 hours, movement is
40 if carrying less than 40 pounds
30 if carrying 40-101 pounds
20 if carrying 102-144 pounds
10 if carrying 145-244 pounds

Saving Throws (+ 1 to mental attacks and spells)
DRP: 9
Magic Wand: 10
Turn to Stone: 11
Dragon Breath: 11
RSS: 13 (+ 1 from Wis)

Attack Rolls
Str: + 2 to hit in melee and hurled missiles
Dex: + 2 to hit in missile
Range: + 1 to hit at close range, – 1 to hit at long range
9 6
8 7
7 8
6 9
5 10
4 11
3 12
2 13
1 14
0 15

Non weapon proficiencies
(4 + 2 (Int) + 1 (from WP) + 1 (3rd) + 1 (6th) = 9; next at 9th)
Darokite, Spoken (free)
Common, Spoken (1)
Survival, Temperate Forest (2) (Int = 10)
Hunting (1) (Wis – 1 = 12)
Tracking (2) (Wis = 13)
Set snares (1) (Int – 1 = 9)
Blind-shot (1) (Dex = 16)
(A successful blind-shot check allows Odleif to shoot with no penalty at a target he cannot see, so long as he knows where it is by other means)

Needs to choose one more

Weapon proficiencies
(4 – 1 (switched to NWP) + 1 (3rd) +1 (6th) = 5; next at 9th)
Hand axe – Basic (1) – held and thrown
Battle axe – Basic (1)
Short bow – Skilled (2)
Sword – Basic (1)
Not trained in net, knife, penalty of -2 to hit.

Skill with shortbow grants: range + 10, Damage + 2, AC – 1 (for 1 attacker), Delay
Delay: Targets hit by shortbow must save vs. PPTS or lose next initiative

Weapons:
Magic longsword + 1
Composite Short bow 70 / 130 / 190 (range includes skill bonus)
Sheaf arrows 50/90/150 (range includes composite bow and skill bonus)
Quiver w/ 36 arrows (d6 + 2 with skill)
Sheaf Arrows (d8 + 2 with skill)
Hand Axe (d6) 10 / 20 / 30
Large belt knife (utility; may be used as a non-proficient weapon)

Equipment
Boots of Striding and Springing
No encumbrance penalty to movement for 12 hours per day
-1 to AC
May “spring” 30’ forward, 9’ back, or 15’ up.
8% chance to fall upon landing (based on Dex 16)
If he wins initiative, he may attack, then spring away from an opponent without provoking an attack of opportunity.

44 water skins

Large sack
2 iron spikes, mallet
Lantern
5 flasks of oil
Crowbar
4 caltrops
9 pitons
Hack saw
Silvered mirror
Net*
Mallet
Zargon tooth

Bio:

Odleif was raised an outlaw in the Canolbarth forest. Not a criminal, mind you, just “out of the law” meaning that his parents were not claimed as serfs on the rolls of any merchant house because they lived in a forest clearing in the buffer zone of woods that the elves of Alfheim granted to the Darokin caravan route. He spent most of his youth as a woodsman with little use for the laws, customs, or especially taxes of “civilization”. Although happiest when solitary he does hire out as a scout or guide from time to time, and is currently in the employ of a merchant train from Darokin City bound east.

Odleif

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