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Old 16th October 2008, 11:06 PM   #3 (permalink)
Scott DeWar
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Join Date: Feb 2007
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,843
Scott DeWar Hobgoblin Soldier (Lvl 3)
Renaldo D'Argaussi

Personal Info


Swashbuckler 2. Human, Azgundian
Age. 16. . . Weight. 140lb. . . . .Height. 5' 6"
Skin. Olive. Hair. black wavey. . Eyes. Green
Languages:. Commen, Azgund


Str. . .10. ( 2 pts). +0. Level:. 2. Exp:. 1000
Dex. .16. (10 pts). +3. hp:.17
Con. .12. ( 4 pts). +1. BAB:. +2. Grap:. +2
Int. . 14. ( 6 pts). +2. Ac:. 16
Wis. ..14. ( 6 pts). +2. touch:.13
Chr. ..12 ( 4 pts) +2. flatfooted:.13




Combat
Code:
                                              
armor:              max     arcane
Studded      adj mag dex acp failure type wt  mv
Leather, Mwk. +3  --  +5   0     15%    Lt  2lb  30

Base AC: 16 (dex +3, armor +3)

touch ac: 13  

flat foot ac:  13

Attack

weapons:    att  dam   crit    rng type
Rapier, Mwk  +6    1d6  18-20/X2  n/a   P
Dagger       +5    1d4  19-20/X2   10   P/S

Two weapon fighting (Full round attack):

weapons:    att  dam   crit    rng type
Rapier, Mwk  +4    1d6  18-20/X2  n/a   P
Dagger       +3    1d4  19-20/X2   10   P/S

Weapon Adjust ments:

Dex: +3; bab +2; rapier Mwk +1; 2 wpn fight -2

Saves:   base abil mods  total
Fort:       +3    +1   --    +4
Reflex:     +0    +3   +1    +4
Will:       +0    +2   --    +2

Save Modifications: Reflex: +1 (Grace)
special attacks


FEINT
As a standard action, you can try to mislead an opponent in melee combat so that he can’t dodge your next attack effectively. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn. Feinting in this way against a nonhumanoid is difficult because it’s harder to read a strange creature’s body language; you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a nonintelligent creature, it’s impossible. Feinting in combat does not provoke attacks of opportunity. Feinting as a Move Action: With the Improved Feint feat, you can attempt a feint as a move action instead of as a standard action.

DISARM
As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand. If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon (for instance, a bow or a wand), the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails.
Step 1: Attack of Opportunity
Step 2: Opposed Rolls.
Step Three: Consequences
See phb pp 155 for further details
Grabbing Items
You can use a disarm action to snatch an item worn by the target (such as a necklace or a pair of goggles). If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away (such as a loose cloak or a brooch pinned to the front of a tunic), the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above. You can’t snatch an item that is well secured, such as a ring or bracelet, unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist the attempt.



Skills and Feats

Skills and Feats

Feats:
Class: weapon Finesse (level 1)
H : Combat Expertise
CL1: Improved Feint
CL 3: ***improved Disarm***
CL 6:
CL 9:

Skills: 35 ranks
name
Balence: 5 ranks + 3 (dex) = +8
Bluff: 5 ranks+ 1 (cha) = +6
Climb: 3 ranks+ 0 (str) = +3
Craft: Wood Carving: 4 ranks+ 2 (int) = +6
Diplomacy: 2 ranks+ 1 (cha) +4 (Syn) = +7
Jump: 3 ranks+ 0 (str)+2 (syn) = +5
Profession:Guardsman: 4 ranks+ 2 (wis) = +6
Sense Motive: 5 ranks+ 2 (wis) = +7
Swim: 1 ranks+ 0 (str) = +1
Tumble: 5 ranks+ 3 (wis) = +8

synergies:
Tumble: +2 on Jump
Bluff: +2 on diplomacy, disguise, Intmidate and
slight of hand
Sense Motive: +2 on diplomacy


item purchase notes
Code:
  
Studded Leather, mwk  175.00 gp   20.00 Lb   
Rapier, Mwk           320.00 gp    2.00 lb
Dagger x3               6.00 gp    3.00 lb
Guard's Uniform 
(courtesen's outfit)   30.00 gp    ---
Back Pack               2.00 gp    2.00 lb
flint/steel             1.00 gp    ---
Mirror, sm steel       10.00 gp    0.50 lb
Belt pouch X 2          2.00 gp    1.00 lb
Water Skins X 1         1.00 gp    4.00 lb
Sunrods X2              4.00 gp    2.00 lb
Tinder twigs X10       10.00 gp     --- 
Traveler's outfit       1.00 gp    5.00 lb
Potions of Healing    100.00 gp     ---
artisen's tools  5 gp  5 lb

   Totals:            667.00     44.5 lb

special items : 157 gp
 total: 819


Left over:  
  pp  50 gp  9 sp  10 cp

 Weight of: 7 lb on his person 


pouch 1: 25 gp, 9 sp, 10 cp
pouch 2:  25 gp

wearing: x.x lb


Special Items

Spoiler:


entry fee into tournaments: 50 gp paid

Inside Pocket (Comp Scound) 2 each cost 2 gp

Flash Pellet (comp Adven) 1 each - disguised as pocket button on his left side of his uniform cost 50 gp


Hollow boot heel, right boot (comp scoun) cost 50 gp

potions:
healing 2 X 50 gp ea 00

Things left in quarters (emergency grab and go)
leather armor 10 gp
rapier 20 gp
Artisan’s outfit (first clothing)
Back Pack
flint/steel
Mirror, sm steel
Belt pouch X 1 (W/ 25 gp)
Water Skins X 1
Sunrods X1
Tinder twigs X5
Traveler's outfit
Potions of Healing X1




General discription

Spoiler:

handsome, courtous and never shies at giving a pretty lady a smile from his very white teeth, this young lad is dressed in very well made attire of the colors of his lord's elite guard. His uniform is made with the same care as the lowest of courtesans, though his seems to be maticulousy kept. the hair on his head wouold seem tasseled but for the plumed hat that is worn. his hair is sholder length and cleaned daily. His mustache is thin, dark and still coming in so it looks as two short lengths at the corners of his mouth



history

Renaldo's family are wood carvers, and not of small skill. It was the contact with some of the uppercrust of azgund that sparked the fires of youthful imagination. Even though he was always playing 'swords and daggers' (read cops and robbers) he still spent time applieing himself to the family trade, sometimes on intricately carved wooden swords. He now spends his off time carving small figurines and gives them to the orphans on the street, the best ones as payment for information sometimes, it is not unusuall for him to spend a week on one figure. his favorite carvings are those of elite guards men in conquring poses.


guard recruitment


If there were the things Renaldo learned from his father, it was this:
1) you never bully children, visitors from other nations and Women

2) Street thugs were the worst bullies

3) defend those being bullied

so naturally, with those character traits in the young impressionable mind of a swordsman wannabe like our intrepid Renaldo, he was destined to find someone in distress. (read: bound to be found by trouble)

It started one sunny day, his recently acquired birthday present from his father, a rapier. nothing special about it. it wasn't even new ... used by another who had a special one made for himself and sold his old one. Must be a lucky blade as the former owner still lives. well, our over ambitions 14 year old Renaldo was walking with a couple of his childhood buddies when they happened uppon some street thugs in the process of mugging a lady and her enterouge, which included her son of about 8 years. That just was't going to fly for him. He broke from his friends and challenged openly the three thugs ... all three of them. The leader directed on of his lackeys to take care of the 'young whelp' and teach hi a lesson. a quick bluff by the thug and Renaldo was out cold.

All was not lost. his loud boisterous challenge alerted some guards who came to the scen as renaldo was collapsing to the ground. the gurads captured the thugs with out further incident, the lady was so intrigued by the brave youngster and had he and his buddies brought to the manner where ther were fend and renaldo was brought back to concesiousness. (Read: sapped for non lethel damage) This bold brave youngster could have good potential in the elite guards of the house. and thus his training started....
__________________
my character sheets:


dice roller

LEW
Pendrake Utherman sinister spire

LEW
Karl Rutherford

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JT Alexander: the four lands: The Divine Avengers
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Last edited by Scott DeWar; 31st March 2009 at 06:11 AM..
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