Beelee Jon Holston (DM) True Neutral 0 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Animal3 0 Mule L 0' 0" 350 lbs. Low-light, Normal
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
3 6000 0 Female Brown Brown
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 16 +3
DEX
Dexterity
12 +1 12 +1
CON
Constitution
16 +3 16 +3
INT
Intelligence
2 -4 2 -4
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
6 -2 6 -2

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
25




  
Walk 20'
AC
Armour Class
13 : 12 : 10 = 10 + 0 + 0 + 1 + -1 + 3 + 0
0 -3 +3 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+1 = +1 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+2

SKILLS MAX
RANKS
6/3
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
u   Appraise INT -4 = -4
+ 0.0
+ 0
u   Balance DEX -2 = 1
+ 0.0
+ -3
u   Bluff CHA -2 = -2
+ 0.0
+ 0
u   Climb STR 0 = 3
+ 0.0
+ -3
u   Concentration CON 3 = 3
+ 0.0
+ 0
u   Craft (Untrained) INT -4 = -4
+ 0.0
+ 0
u   Diplomacy CHA -2 = -2
+ 0.0
+ 0
u   Disguise CHA -2 = -2
+ 0.0
+ 0
u   Escape Artist DEX -2 = 1
+ 0.0
+ -3
u   Forgery INT -4 = -4
+ 0.0
+ 0
u   Gather Information CHA -2 = -2
+ 0.0
+ 0
u   Heal WIS 0 = 0
+ 0.0
+ 0
u   Hide DEX -6 = 1
+ 0.0
+ -7
u   Intimidate CHA -2 = -2
+ 0.0
+ 0
u   Jump STR -6 = 3
+ 0.0
+ -9
u   Listen WIS 0 = 0
+ 0.0
+ 0
u   Move Silently DEX -2 = 1
+ 0.0
+ -3
u   Ride DEX -4 = 1
+ 0.0
+ -5
u   Search INT -4 = -4
+ 0.0
+ 0
u   Sense Motive WIS 0 = 0
+ 0.0
+ 0
u   Spot WIS 0 = 0
+ 0.0
+ 0
u   Survival WIS 0 = 0
+ 0.0
+ 0
u   Swim STR -3 = 3
+ 0.0
+ -6
u   Use Rope DEX 1 = 1
+ 0.0
+ 0
u= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+6 = +3 + +3 + +0
+ +0
+ +0
+
Reflex
Dexterity
+4 = +3 + +1 + +0
+ +0
+ +0
+
Will
Wisdom
+1 = +1 + +0 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+4 = +2
+ +3 + -1
+ +0
+ +0
+
RANGED
ATTACK BONUS
+2 = +2
+ +1 + -1
+ +0
+ +0
+
GRAPPLE
ATTACK BONUS
+9 = +2
+ +3 + +4
+ +0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL
+0
1d4+3
20/x2

*Hoof
TOTAL ATTACK BONUS DAMAGE CRITICAL
+4/+4
1d4+3
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0'
B
L
 


HAND TYPE SIZE CRITICAL



/x
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit





 Dam





 Special Properties  


HAND TYPE SIZE CRITICAL



/x
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit





 Dam





 Special Properties  

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Sack
Carried
1
0.5
0.1
 Waterskin
Carried
1
4
1
 Bit and Bridle
Equipped
1
1
2
 Saddle (Pack)
Carried
1
15
5
 Bucket
Carried
1
2
0.5
 Pot (Iron)
Carried
1
10
0.5
 Feed (Per Day)
Carried
7
10
0.02
 Blanket (Winter)
Carried
1
3
0.5
 Crowbar
Carried
1
5
2
 Firewood (Per Day)
Carried
2
20
0.01
 Grappling Hook
Carried
1
4
1
 Hammer
Carried
1
2
0.5
ITEM LOCATION QTY WT. COST
 Pick (Miner's)
Carried
1
10
3
 Piton
Carried
20
0.5
0.1
 Pole (10 Ft.)
Carried
1
8
0.2
 Rope (Hemp/50 Ft.)
Carried
2
10
1
 Block and Tackle
Carried
1
5
5
 Sledge
Carried
1
10
1
 Spade or Shovel
Carried
1
8
2
 Tent
Carried
1
20
10
 Torch
Carried
10
1
0.01
 Soap (Per Lb.)
Carried
1
1
0.5
 Hoof
Equipped
1
0
0
TOTAL WEIGHT CARRIED/VALUE   258.5 lbs. 39.06 gp
WEIGHT ALLOWANCE
Light 230.0 Medium 460.0 Heavy 690.0

MONEY


LANGUAGES

PROFICIENCIES
Hoof
SPECIAL ABILITIES
, Scent (Ex)
FEATS
NAME DESCRIPTION
Beelee
Beelee's portrait
Mule
RACE
0
AGE
0' 0"
HEIGHT
350 lbs.
WEIGHT
Brown
EYE COLOR
Brown
SKIN COLOR
Brown
HAIR COLOR

HAIR LENGTH

PHOBIAS
Stubborn
PERSONALITY TRAITS

INTERESTS

SPOKEN STYLE
Description
THREE TRICKS - takes 10 DC Handle Animal or Charisma check to guarantee success:
(1) WORK - animal pulls or pushes a medium or heavy load.
(2) HEEL - animal follows you closely, even to places where it normally wouldn't go.
(3) STAY - animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Home
The mountain range called by men: "The North Wall," Shaar.
Biography