The Westerlands

Rayne

NG Human Battle Sorceror

Rayne

Description





Rayne
Human Battle Sorcerer, 8
Level 8
Alignment: NG
Abilities: Str 12, Dex 14, Con 14, Int 13, Wis 11, Cha 17
Initiative: +2 Speed: 30 ft.
Hit Dice: 6d8+12 (47 hp)
AC/tch/ff: 16/12/14 ( Armor +4, Dex +2)
Saves: Fort +4, Ref +4, Will +5
BAB/Grapple: +5/+6 Space/Reach: 5 ft./5 ft.
Attack: mwk rapier +7 (1d6+1/18-20)
or light crossbow +5 (1d8/19-20) 80 ft.
Full Attack: mwk rapier +7 (1d6+1/18-20)
or light crossbow +5 (1d8/19-20) 80 ft.
Special Attacks: Spells
Racial Traits: +1 skill pt. per level, Bonus Feat
Class Traits: Spells per day 5/6/6/4, DC 13/14/15/16,
Skills: concentration +10, decipher script +2, heal +1 intimidate +4, know (arcana) +11, listen +2, search +2, sense motive +1, spellcraft +10, spot +4, survival +1,
use magic dev. +5
Feats: Able Learner, Combat Casting, Spell Penetration, Enlarge Spell
Languages: Common, Draconic
Treasure: None

Bio

Rayne, (f.k.a. Dawn Greenfield) was born in the small village of Millstream. Her family life growing up was well-adjusted and typical for a girl living in a rural, backwater village. When Dawn reached puberty, however, she began to manifest bizarre powers. These powers often took the form of unusual, occasionally destructive emissions of magic energy, which would typically occur when Dawn became frightened, angry or found herself in a similar heightened emotional state. After Dawn caused the accidental combustion of old farmer MacKenna’s dog, Scarface, the village adepts decided that the outbursts were most likely evidence of demonic possession.

When the adepts’ attempts at exorcising the demons failed, Dawn became a pariah within her own village. Feeling rejected and out of place among the otherwise mundane villagers, Dawn decided to set out on her own. When Dawn reached 14 summers in age, she fell in with a disreputable group of entrepreneurs, known as the Black Tear Society who were based out of the market town of Hogsmeet. Dawn became Rayne & began running errands and casing targets for the group, unaware of their violent intentions. Because the group was made up of societal outcasts like herself, she finally felt like she belonged. However, as the dark nature of the organization became apparent, Rayne began to regret her allegiance to the group. Unfortunately, the group leadership did not look kindly on attempts to leave the company.

One day, the headquarters for the Black Tear was raided by bounty hunters working for the local constabulary. One of the raiders, named Te’drik, shared a common talent for sorcery similar to Rayne’s. Recognizing that Rayne had fallen into a situation beyond her control, the Sorcerer took her under his wing and made it his mission to help Rayne gain control of her natural talents so that she could begin to view them as an asset rather than a crutch. After spending a few years under Te’drik’s careful instruction, Rayne had at last gained enough confidence and control to once again make her own way in the world. Though she can be a bit heavy-handed with the fire magic.

To this day, however, Rayne feels an affinity towards outcasts & outsiders such as half-elves, half-orcs and anyone else who is otherwise shunned by society. She also feels extremely protective of the innocent & those who cannot defend themselves, such as children, the injured, & the weak.

Rayne’s life philosophy: Alchemist’s Fire, Ray of Flame, FIREBALL!!!

Basic Information

Character Name Player Race Class
Level Alignment Deity Gender
Age Size Height Weight
Eyes Hair Skin Experience Points
Languages

Abilities

Name Score Mod Temp
Dmg
Temp
Boost
Str
Dex
Con
Int
Wis
Cha

Hit Points

Max Current Nonlethal

Initiative

Total Dex Mod Misc

Speed

Land Burrow Climb Fly Swim

Armor Class

= + + + + + +
Total Touch Flat-F. Armor Shield Dex Mod Size Natural Defl. Misc

Defenses

Miss % Damage Red. Spell Res.

Grapple

= + + +
Total Base Att. Str Mod Size Misc

Saving Throws

  Total Base Abil. Mod Magic Misc. Temp. Conditional
Fort
Reflex
Will

Attack Bonuses

Melee = + + +
Ranged = + + +
Total Base Attack Bonus Abil. Mod Size Misc

Weapons+ Add

Name Attack Bonus Damage Critical Range Type Special Qualities

Protective Items

Armor

Name Type Bonus Max Dex Check Penalty Spell Failure Max Speed Special Qualities

Shield

Name Type Bonus Check Penalty Spell Failure Special Qualities

Ring / Amulet / Etc.

Name Type Bonus Special Qualities Name Type Bonus Special Qualities

Skills+ Add

Skill Key
Abil.
Total Abil.
Mod
Ranks Misc
Appraise Int
Balance Dex
Bluff Cha
Climb Str
Concentration Con
Craft () Int
Craft () Int
Craft () Int
Decipher Script Int
Diplomacy Cha
Disable Device Int
Disguise Cha
Escape Artist Dex
Forgery Int
Gather Information Cha
Handle Animal Cha
Heal Wis
Hide Dex
Intimidate Cha
Jump Str
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Listen Wis
Move Silently Dex
Open Lock Dex
Perform () Cha
Perform () Cha
Perform () Cha
Profession () Wis
Profession () Wis
Ride Dex
Search Int
Sense Motive Wis
Sleight of Hand Dex
Spellcraft Int
Spot Wis
Survival Wis
Swim Str
Tumble Dex
Use Magic Device Cha
Use Rope Dex

Feats+ Add

FeatDescription

Special Abilities+ Add

AbilityDescription

Traits+ Add

TraitDescription

Inventory+ Add

Carrying Capacity

lbs. lbs. lbs. lbs. lbs.
Light Load Medium Load Heavy Load Lift Over Head Push/Drag

Money

Total PP GP SP CP

Spells

New Spells Section: Spell Levels+ Add

Character Bio



Campaign:
D&D 3.5 Universal Sheet by: