Berm McKaffe, Human Rogue 1
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Code:
Personal Information
[B]Name:[/B] Berm McKaffe
[B]Class:[/B] Rogue 1
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] male
[B]Align:[/B] Chaotic Good
[B]Deity:[/B]
[B]Str:[/B] 13 +1 [B]Level:[/B] 1 [B]XP:[/B] 500
[B]Dex:[/B] 15 +2 [B]BAB:[/B] +0 [B]HP:[/B] 1d6: [color=green]6/6[/color]
[B]Con:[/B] 10 +0 [B]Grapple:[/B] +1 [B]Dmg Red:[/B] -
[B]Int:[/B] 14 +2 [B]Speed:[/B] 30' [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1 [B]Init:[/B] +2 (dex: +2)
[B]Cha:[/B] 8 -1
[size=6][b]Combat: [/b][/size]
[B]defense: [/B]
[B] Base Armor Dex BAB Misc. Total[/B]
Studded leather, Mwk +2 +0 +1 +2
Damage conversion: 2 points (Lethel to Non-lethel)
[B]Armor Class:[/B] 13
[B]Touch:[/B] 13
[B]Flatfooted:[/B] 10
[B]ACP:[/B] +/- 0
dex: +2; 2 wpn def +1; BAB +0;
[B]Saves [/B]
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] +0 +0 +0 +0
[B]Ref:[/B] +2 +2 +0 +4
[B]Will:[/B] +0 +1 +0 +1
[B]Offense[/B]
[B]Weapons: Attack Damage Critical type[/b]
Rapier +1 1d6+1 18-20/x2 p
Dagger +1 1d4+1 19-20/X2 p/S
Short Bow +2 1d6 X3 P
Club +1 1d6+1 X2 B
dagger thrown +3 1d4+1 19-20/X2 p/s
two weapon fighting (Rapier and Dagger or club)
[B]Weapon Att Dam Crit Type[/B]
Rapier -1 1d6+1 18-20/X2 P
with
Dagger -1 1d4+1 19-20/X2 p/s
or
club -1 1d6+1 X2 B
[B]build stuff: [/B]
[Size=6][b]Feats and Skills:[/b][/size]
[B]Languages:[/B]
[B]class features:[/b]
[U]Sneak Attack, +1d6[/U]: (class feature)
[U]Trap Finding[/U]: (class feature)
[U]Evasion[/U]: (class feature)
[B]Feats:[/B]
[U]2 weapon fighting[/U]: (Human bonus feat)
[U]2 wpn def[/U]: (character level 1)
[B]SKILLS:[/B]
[B]Skill Points:[/B] (8+2) X 4 (rogue lv 1) + 4
(human race bonus) = 44
lv 2 plus: 8+2+1
total at level 2:
[B]Max Ranks (class/crossclass):[/B]
[B]Skills: Ranks Mod Misc/acp Total[/B]
Appraise +1 +2 +3
Balence +1 +2 +3
Bluff +1 +0 +1
Climb +4 +1 +5
Decipher Script +1 +2 +3
Disable Device +4 +2 +2 +8 (mwk pics & tools)
Diplomacy +0 +0 +0
Escape Artist +1 +2 +3
Gather Info +1 +0 +1
Hide +3 +2 +5
Jump +2 +1 +3
Knowledge Local +1 +2 +3
Listen +3 +1 +4
Move Silent +4 +2 +6
Open locks +4 +2 +2 +8 (mwk pics & tools)
search +3 +2 +5
sense motive +1 +1 +2
Spot +4 +1 +5
Swim +1 +1 +2
tumble +2 +2 +4
Use rope +2 +2 +4
start gold: 450
[B]Equipment: Cost Weight [/B]
Explorer's Outfit 0.0 gp 0.0 lb
studded leather, Mwk 175.0 gp 20.0 lb
short sword 10.0 gp 2.0 lb
dagger X 2 4.0 gp 2.0 lb
Short bow 30.0 gp 2.0 lb
arrows, 20 1.0 gp 3.0 lb
back pack 2.0 gp 2.0 lb
trail rations X5 2.5 gp 5.0 lb
Sun Rod X 3 6.0 gp 3.0 lb
Tinder Twig X 20 20.0 gp --- lb
cure light potion X1 50.0 gp --- lb
Thief’s tools, mwk 100.0 Gp 2.0 lb
belt pouch x2 2.0 Gp 1.0 lb
waterskin 1.0 GP 4.0 lb
vial holy water 25.0 GP --- lb
flint and steel 1.0 GP --- lb
club ---- GP 3.0 lb
[u]whet stone 0.02 GP 1.0 lb[/u]
Total: 423.52 GP 50 Lb
[B]Total Weight:[/B] 50 lb
[B]Money:[/B] 26gp 4sp 8cp
Lgt Med Hvy Lift Push
[b]Max Weight:[/b] 50 100 150 450 750
[sblock= Background]
Berm was always a bit of a rebel. He ran away from home and joined a gypsey band when he was 10, something is to be said to a girl with dark y\features that stirs the hearts of the young. He learned a few 'tricks of the trade until he was 14, then was put to a test. The test went poorly: the known guard routs had just been changed, the guard patrols also went under a change.
Even evading them was not the only challenge. The arrival at a mark's house led to problems from the start when they were were 2 hours late.. that meant the house guard schedules were not the same and the bribes were for not. He was with the dark eyed girl, the two of them had started to get serious as of late, and they had just arrived at the 'treasure room' where there were items of gold and silver on display that had been the object of their attention.
the room itself was a trick and a trap. entering the room set off a magical alarm, the displays were nothing more then figments of magic, illusions. when sounds of armored feet approached, she ordered Berm to run one way and she would go the other. the one who gets to the camp first tells what happened to the patriarc.
Appearently he was the first to arrive as he got to the camp ... only the camp was empty. No sign of any one. he waited for two hours and she never arrived. Grabbing some supplies in the wanning darkness, he doused the camp fire and sneaked back into the city, looking for 'work'.
He had removed what he could find in coin from the small family of gypsies, leaving about a quarter of the coin there, just in case. Arriving at a tavern/inn he stayed a few days, keeping his ears open for potential work. He was in luck, as he heard some folks talking about a job they needed someone with his set of skills to get in.
It was a were house job where they were looking for a paticular box. they set up the whole thing. and the whole thing was a trap to catch this group of people. The guard was waiting for them. He ran, hiding where and when he could. he stole out of the city with what he was gussing the guard hot on his heals and he left for a safe city. the city of
seawall being his prefered destination ....
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[sblock=personal information]
Phisical Description
Age: 16
Height: 5' 8"
Weight: 120 Lb (54.6 Kg)
Eyes: green
Hair: red
Skin: pale/freckled
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Appearence
[sblock= feat info]
Two-Weapon Defense [General]
Prerequisites
Dex 15, Two-Weapon Fighting.
Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special
A fighter may select Two-Weapon Defense as one of his fighter bonus feats.
Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite
Dex 15.
Benefit
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
Normal
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special
A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
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