Lobo's Rogue's Gallery: Elven Space Invaders
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  1. #1

    Lobo's Rogue's Gallery: Elven Space Invaders

    This is the rogue's gallery for Lobo Lurker's Elven Space Invaders game.

    [U]My Players:[/U] Please post an updated character in this thread and keep it up to date after every round of combat or equipment usage via the EDIT button.

  2. #2
    Scout (Lvl 6)

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    Nov 2002
    PbP boards, Canada
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    Kiera, Daughter of Jared
    Human female, Sorcerer 8
    AL: CG HT: 5'10" WT: 130 Hair: Long, Silver Eyes: Green

    STR: 10 (+0) [0 pts]
    DEX: 18 (+4) [6 pts + 1 Lvl + 2 Enhancement]
    CON: 14 (+2) [2 pts + 2 Enhancement]
    INT: 14 (+2) [3 pts + 1 Lvl]
    WIS: 10 (+0) [0 pts]
    CHA: 20 (+5) [14 pts + 2 Enhancement]

    HP: 48 (8d4+16) AC: 20 (10 base + 4 Dex + 4 Mage Armour + 1 Deflection + 1 Natural Armour). Touch: 19 Flat-Footed: 16
    Saves: FORT: + 4 (2 Base + 2 con) REF: +8 (2 Base + 4 Dex + 2 Weasel Familiar) WILL: +11 (6 Base + 5 Cha)
    Init: +12
    AP: 9

    Bab: 4
    Ranged Touch Attack +8
    Crossbow: +9, 1d10 damage.

    Skills(5 trained=*)
    Endurance(+10*), Know:Spellcraft(+11*), Know:Arcana(+11*), Persuasion(+13*), Initiative(+12*), Perception(+9/+14 w/Nevin)

    Feats: [6] Eschew Materials, Empower Spell(+1), Maximize Spell(+2), Practical MetamagicX2 (Empower, Maximize)

    Class Features:
    Familiar (Weasel - Nevin)
    Spontaneous Spellcasting
    Pristine* : The character never gets dirty, water drips and dries off quickly, mud seems to just miss him/her, hair and clothing is never out of place, etc.
    Counting Coppers* : The character has an uncanny counting ability, and can easily count any number of things within sight (Such as the number of coins in a pile, provided most of them can be seen, the number of apples in a tree, or the number of people in an advancing mob)
    * = replace 0 lvl spells known*

    Known : 6*/5/3/2/1
    *=lost two for class abilities Pristine and Counting Coppers*
    Spells per day : 6/7/7/6/4

    Save DC = 15 + spell level

    0 lvl - Detect Magic, Mending, Light, Prestidigitation, Mage Hand, Open/Close

    1st lvl -
    Magic Missile, Mage Armour, Shield, Endure Elements, Alarm

    2nd lvl -
    Scorching Ray, Knock, See Invisibility

    3rd lvl -
    Fireball(Ev), Fly

    4th lvl -

    Languages: Common, Goblin, Dwarf

    Equipment: 27,500 GP (No more than 14,000 on any 1 item)

    Cloak of Charisma + 2 (4,000)
    Gloves of Dexterity + 2 (4,000)
    Belt of Health + 2 (4,000)
    Amulet of Natural Armour + 1 (2,000)
    Ring of Protection + 1 (2,000)
    Ring of Sustenance (2,500)
    Eyes of the Eagle (2,500)
    Bag of Holding Type I (2,500)
    MW Light Crossbow (335)
    Nobles Outfit + Jewelry (200)
    Signet Ring (5)
    5 bottles fine wine (50)
    MW Artisans ToolsX2 (55)

    3,355 GP
    Last edited by Jemal; Saturday, 4th August, 2007 at 06:07 AM.

  3. #3
    Grandmaster of Flowers (Lvl 18)

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    Minnapolis, MN
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    I Defended The Walls!

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    Name: Lily
    Race: Human (?)
    Class/Level: Warlock 8
    Gender: Female
    Action Points: 9/9

    Desc: Lily is at first glance an unusually pretty woman, with smooth skin and winsome features. Her skin however isn't just pale, it is white; the glossy shade of unpolished porcelain. Her eyes are black on white, seeming to lack irises altogether. She's cool to touch...not cold, but not as warm as she should be. These things, combined with her usual preferred wardrobe of blacks and dark greys sometimes cause people to mistake her for the undead, particularly a vampire.

    Strength (STR) 10
    Dexterity (DEX) 16
    Constitution (CON) 14
    Intelligence (INT) 14
    Wisdom (WIS) 11
    Charisma (CHA) 20

    Alignment: Neutral
    AC: 20 (10 + 3 dex + 5 armor + 2 deflection)
    Hit Points: 64/64
    Movement: 30' ground, 30' fly (B)

    Init: +3
    Base Attack Bonus: +6/+1
    Melee Attack: +5
    Ranged Attack: +9
    Fort: +6
    Reflex: +7
    Will: +12

    Race Abilities
    Bonus Feat
    Bonus skillz

    Class Abilities:
    Eldritch Blast 4d6
    Detect Magic at will
    DR 2/cold iron
    Deceieve Item (take 10 on UMD checks, even under stress)
    Resiliance 1 (gain fast healing 1 for 2 minutes)

    Bluff +14
    Endurance +11
    Initiative +12
    Sense Motive +9
    Use Magic Device +14

    1 Point Blank Shot (+1 to hit/dmg at range within 30')
    1 Precise Shot (ignore penalty for firing into melee)
    1 Spell Hand (gain Mage Hand, Open/Close and Floating Disc 1/day as SLA's)
    3 Spell Penetration (+2 to penetrate SR)
    5 Arcane Mastery (Can take 10 on caster level checks, even in stress)
    7 Extra Invocation: Eldritch Spear (gain new invocation)

    Languages - Common, Orcish, Goblin


    See the Unseen (60' darkvision + See Invisible)
    Dark One's Luck (Add cha bonus to one save at a time as luck bonus)
    Magical Insight (Identify items as full round action)
    Eldritch Spear (increases range to 250')

    Fell Flight (fly speed 30', manueverability B)
    Relentless Dispelling (targeted dispel at caster level, repeats next turn on own)

    Money - 50gp

    Weapons -
    Eldritch Blast, +9 rngd touch, 5d6 dmg, 250', subject to SR (+2), PBS/Precise Shot

    Armour -
    Mithril Chain +1, +5 AC, +6 Max Dex, 0 ACP, -0 Arc Cast, 10lbs

    Gear -
    Backpack, 2gp, 2lbs

    2 Belt Pouches 2gp, 1lb

    Waterskin, 1gp, 4lbs

    Magic -
    Chauseble of Fell Power (lesser), 8000
    Cloak of Charisma +2, 4000
    Vest of Resistance +2, 4000
    Ring of Protection +2, 8000
    Mithril Shirt +1, 2100
    Wand of Shield 50/50, 750
    2 potions of Cure Moderate Wounds, 600

    I don't remember much about who I was. I know what they tell me. That my name was Lilian Archer. That I worked for them. A field agent. A spy. And that something had gone wrong in the surveillance of a renegade wizard. Violations of the Tenets of Ethical Magic Usage. I tried to make the arrest, and he...did something to me. Killed me, or worse.

    Only they brought me back. Whatever the mage did made it harder than usual though. I'm no expert on magic. From what they said, he didn't just kill me. He...anihilated me. But in the process of doing it, a pattern of my body and soul was made...like a shadow being burned into rock, only the shadow was me, and the rock was the fabric of reality. So they rebuilt me. Poured magic into the pattern, like steel into a mold.

    I'm different now. I know that. This body isn't exactly...human. And as for souls...how can you tell if you have a soul or not? Can souls be made with magic? Can they be unmade? What happened to Lilian Archer...the part of her that can go beyond the body? Am I just a copy? Or am I a replacement?

    The good news is that they don't leave me much time to think about that kind of thing. They keep me busy. I go by Lily. It seems like...less of a lie, somehow. I do the same things they said I used to do...I just do it differently now. I have abilities I once lacked. I lack other things I once had. I help keep the Commonwealth of Arborast safe. That's what they say...the Black Eye, that is. The secret police. The watcher of the borders. I believe them, because they're all I have.

    Well...them and sometimes flashes of Lilian's dreams, memories...flashes of her. They make me feel human. Alive. I'm afraid one day they may try to take them from me...and I don't know what I'll do then. I'm afraid it may not be pretty.
    Last edited by Shayuri; Wednesday, 1st August, 2007 at 06:49 PM.

  4. #4
    Name: Charles
    Class: Healer
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Pelor

    Str: 11 +0 ( 1p.) Level: 8 XP: ----
    Dex: 16 +3 ( 4p.) BAB: +4 HP: 80 (8d8+16)
    Con: 14 +2 ( 4p.) Grapple: +4 Dmg Red: N/A
    Int: 10 +0 ( 0p.) Speed: 30' Spell Res: XX
    Wis: 20 +5 ( 8p.) AP's: 9 Spell Save: 13 + spell level
    Cha: 16 +3 ( 8p.) ACP: -0 Spell Fail: 0%

    Base Armor Shld Dex Size Dod Defl Total
    Armor: 10 +4 +0 +3 +0 +1 +2 20
    Touch: 16 Flatfooted: 17

    Base Mod Misc Total
    Fort: 6 +2 +0 +8
    Ref: 2 +3 +0 +5
    Will: 6 +3 +2 +11

    Weapon Attack Damage Critical
    +1 Light Crossbow (20) +8 1d8+1 19-20/x2
    Masterwork Dagger +5 1d4+0 19-20/x2

    Languages: Common

    Dodge (Bonus 1st)
    Augment Healing (Human Bonus)--Complete Divine, pg 79. +2 points/spell level to the amount of damage healed by any Conjuration (healing) spell cast by Charles.
    Spontaneous Healer (1st)--Complete Divine, pg 84. Can spontaneous cast Cure spells # times/day = wisdom bonus.
    Skill Focus (Knowledge, medicine) (Class Bonus)
    Reach Spell (3rd)--Complete Divine, pg 84. Can cast a spell that normally has a range of touch at a distance of 30'. Must make a ranged touch attack. Uses a spell slot two levels higher than the actual spell.
    Heighten Spell (5th)
    Iron Will (7th)

    Spells (see below)
    Spontaneous Healing 5/day
    Healing Hands (Ex)--spells of healing subschool add charisma modifier to hit point damage healed.
    Clense Paralysis (Su)--Remove Paralysis 1/day
    Clense Disease (Su)--Remove Disease 1/day
    Clense Fear (Su)--Remove Fear 1/day
    Clense Poison (Su)--Neutralize Poison 1/day
    Effortless Healing (Ex)--Don't provoke an AOO when casting a healing subschool spell.
    Unicorn Companion (Ex)--See below.

    Caster Level: 8
    Healing Subschool: +3 hit points + 2 points/spell level healed.
    Spells per Day: 6, 7, 6, 5, 5
    Spells Usually Prepared:
    0--Detect Magic, Read Magic, Light, Light, Cure Minor Wounds, Create Water
    1--Bless Water, Protection from Evil, Protection from Evil, Protection from Evil, Goodberry, Remove Paralysis, Remove Fear
    2--Calm Emotions, Remove Blindness/Deafness, Remove Blindness/Deafness, Lesser Restoration, Lesser Restoration, Cure Moderate Wounds
    3--Create Food and Water, Remove Curse, Restoration, Reach Cure Light Wounds, Neutralize Poison
    4--Heighten Sanctuary,Heighten Sanctuary, Mass Cure Light Wounds, Death Ward, Freedom of Movement

    Landiss, Celestial Unicorn, Large Magical Beast; HD 4d10+20 (42 hp); Init +3; Spd 60'; AC: 22 (-1 Size, +3 Dexterity, +6 Natural, +4 Chain Shirt Barding), T: 12, FF: 19; BAB/Grapple: +4/+13; Attack: Horn +11 melee (1d8+8, 20/x2); Full Attack: Horn +11 melee (1d8+8, 20/x2) and 2 Hooves +3 melee (1d4+2); SA: Smite Evil +4 1/day; SQ: DR 5/magic, Natural weapons magic for DR purposes, Darkvision 60', Immunities (poison, charm, compulsion), Low-Light Vision, Magic Circle vs. Evil, Energy Resistance (Acid, Cold, Electricity 5), Scent, Spell Like Abilities (CL 5, Detect Evil at will as free action, 3/day Cure Light Wounds, 1/day Cure Moderate Wounds, Neutralize Poison), SR 9, Wild Empathy, Empathic Link, Improved Evasion, Shared Savings Throws, Share Spells; AL: CG; SV: Fort +11, Refl +9, Will +13; Skills: Perception +12, Survival +12; Feats: Lightning Reflexes, Track; S: 20, D: 17, C: 21, I: 10, W: 21, Ch: 24.

    Skills Ranks Mod Misc Total
    Endurance 9 +2 +0 +11 (t)
    Initiative 4 +3 +0 +7
    Knowledge (Medicine) 9 +0 +5 +14 (t)
    Knowledge (Religion) 9 +0 +0 +9 (t)
    Perception 4 +5 +0 +9
    Persuasion 9 +3 +0 +12 (t)
    Survival 4 +5 +0 +9

    Equipment: Weight
    +1 Light Crossbow (20) 6lb
    Masterwork Dagger 1lb
    +2 Leather Armor 15lb
    Wand of Cure Light Wounds, CL 5 (50) 0lb
    Ring of Protection +2 0lb
    Gloves of Dexterity +2 0lb
    Restoration Components x5 0lb
    Backpack 2lb
    Holy Water x4 4lb
    Silver Holy Symbol 1lb
    Spell Component Pouch 2lb
    Traverler's Outfit 5lb
    Belt Pouch .5lb

    Chain Shirt Barding (on companion)

    Total Weight:34.5lb Money: 23gp 0sp 0cp

    Lgt Med Hvy Lift Push
    Max Weight: 38 76 115 230 575

    Age: 28
    Height: 5'9"
    Weight: 140lb
    Eyes: Brown
    Hair: Brown
    Skin: Tan
    Last edited by Drerek; Wednesday, 1st August, 2007 at 09:22 PM.

  5. #5
    Gallant (Lvl 3)

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    Anderson “Crazylegs” Jones
    Monk 2 | Fighter 6

    Str 20 -- (11 pts) +1 at 8th Level + 2 Gauntlets of Ogre Power
    Dex 17 -- (8 pts) +1 at 4th Level
    Con 14 -- (4 pts)
    Int 10 -- (0 pts)
    Wis 10 -- (0 pts)
    Cha 12 -- (2 pts)

    Hit Points 92
    Action Points 9
    AC 20, Touch 14, Flat 17 (10 Base + 5 Armor + 3 Dex + 1 Dodge + 1 Ring)
    Init +17
    Senses +9
    BAB +7, Grap +16
    Speed 40 (base 30, Light load 47.5/77, light armor)
    Fort +11, Ref +9, Will +7

    Unarmed Strike +14 1d6+8 x2 Bludgeoning
    Full Attack- +12/12/7/7 1d6+8 x2 Bludgeoning

    Speaks Common

    Trained Skills:
    Perception (wis; noticing traps, any class) 9 = 4+5+0
    Endurance (con; includes concentration) 11 = 4+5+2
    Initiative (dex; class skill for all classes) 17 = 4+5+5+3

    Acrobatics (dex) 7 = 4+3
    Climb (str) 9 = 4+5
    Deception (cha) 5 = 4+1
    Jump (str) 9 = 4+5
    Persuasion (cha) 5 = 4+1
    Ride (dex; everything with one skill) 7 = 4+3
    Stealth (dex) 7 = 4+3
    Survival (wis) 4 = 4+0
    Swim (str) 9 = 4+5

    -Power Attack
    -Two Weapon Fighting
    -Improved Two Weapon Fighting
    -Weapon Focus
    -Weapon Specialization
    -Skill Focus (Initiative)
    -Close Quarters Fighting (CW)
    -Versatile Unarmed Strike (PB2)

    Classname Abilities:
    -Improved Unarmed Strike
    -Improved Grapple
    -Combat Reflexes

    Anderson is a calm, introspective man these days. He has overcome a lot in his life. For the better part of his youth his anger controlled him, but not anymore. He channels his aggression into his boxing, honing his body, mind, and skill to be an ultimate fighting machine. When he is training for a match, his dedication and focus is unparalleled. When not training, however, he enjoys puzzles for the mind and travelling under a guise so his fame will not get in his way. His persona Crazylegs is famous and it is a rare day when he walks down the street to not be accosted by admirers.

    Even though he is smaller than most of his opponents, his lithe and powerful body has consistently overcome any size disadvantage. The public flock to him, hailing him the "People's champion." He has soared up the ranks of contenders and stands to be in line for the champion of his day, maybe the best ever. That is, unless something dire and unforseen occurs.

    Anderson is very loyal to those he holds close to him, but unfortunately those people have dwindled since he received his fame. He has been succeptible to being taken advantage of in these past few years, so he has a few guards up. However, he changes into a beast when he is fighting, his anger and ferocity taking on a mind of its own. But these days that only occurs at the appropriate times.

    Standing at 6'2" and weighing at 205 pounds when in season, and 193 when not, Anderston is not as physically imposing as some of his competition. He is well muscled though, with long lean muscles. He has a darker complexion, very bronze, which matches his light brown eyes and short black hair. Like all fighters, he has a great smile.

    Mithral Chain Shirt +1 – 2,100gp
    Hat of Disguise – 1,800gp
    Amulet of Mighty Fists +1 – 6,000gp
    Gauntlets of Ogre Power – 4,000gp
    Ring of Sustenance – 2,500gp
    Ring of Protection +1 – 2,000gp
    Boots of Striding and Springing – 5,500gp
    Cloak of Resistance +1 – 1,000gp
    Bag of Holding – 2,500gp

    Total Spent: 27,400gp
    Remaining: 100gp

  6. #6
    Waghalter (Lvl 7)

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    Quandrus the Unfathomable
    Quandrus the Unfathomable
    Class: Cleric 3 / Wizard 3 (Transmuter)/ Mystic Thuerge 2	
    Race: Human
    Size: M
    Gender: Male
    Alignment: N
    AP: 9/9
    Domains:  War, Summoning
    Str: 10 +0	0		Level: 8	XP: 28,000
    Dex: 10 +0	0		BAB: +4	HP: 44 (5d4, 3d8)
    Con: 10 +0	0 		Grapple: +0	
    Int: 20 +5	11	lvl4	Speed: 30'	Stat Increases:
    Wis: 16 +3	8		Init: +1	Spell Save: 
    Cha: 16 +3	6	lvl8	ACP: 0		Spell Fail: 0
    	Base	Armor	Shld	Dex	Cover	Nat	Misc	Total
    Armor:	10	+5	+0/4	+0	+4	+0	+0	15/23
    Touch:	14	Flatfooted: 10
    Spell Res: None
    Dmg Red: None
    	Total	Base	Mod	Misc
    Fort:	+4	+4	+0	--
    Ref:	+2	+2	+0	--
    Will:	+12	+9	+3	--
    Weapon			Attack	Damage	Critical	Range
    Long Sword               +5        1d8+0     19-20/x2
    Morning Star		+4	1d6+0	x2
    Dagger    		+4	1d4+0	19-20/x2 	10 ft
    Languages: Common, Dwarven, Draconic, Giant 
    All spells not from PHB are from spell compendium. -action-range-duration
    Specialized in Transmutation (prohibited schools: Enchantment & Necromancy)
    Arcane Spells 4+1 / 5+1 / 3+1 / 2+1
    Acid Splash**
    Detect Magic*
    Ray of Frost*
    Obscuring Mist
    Magic Missle**
    Feather Fall
    Orb of Acid**
    Reduce Person*
    Whirling Blade* - Throw slashing wep, attack enemies in 60ft line -Stnd-60ft-I
    Bears Endurance*
    Wraithstrike* - make melee attacks as touch attacks -Swift-P-1rnd
    Burning Sword* - gives touched wep flaming burst -Stnd-T-1min
    Girallon’s Blessing* -Grow extra arms all 4 arms give 1d4+str claw attacks -Stnd-T-10min/lvl
    Cleric Spells 5 / 4+1 / 3+1 / 2+1
    Create Water***, Light**
    Cold Fire* - makes fire deal cold dmg -stnd-short-1min/lvl
    Shield of Faith*
    Divine Favor*
    Magic Weapon*
    Spiritual Weapon*, Aid*, Find Traps*, Resist Energy*
    Girallon’s Blessing**, SummonMonsterIII*, Ring of Blades
    Practiced Spellcaster -Arcane caster lvl 3 lvls higher (8th) - CDivine
    Scribe Scroll
    Spell Focus Conjuration - +1 save DC to for Conjurations
    Augment Summoning – All creatures called with +4 str & +4con
    Improved Familiar - allows more advanced familiar based on caster lvl - DMG pg200
    Imbue Summoning (meta)- Summoned creatures can be called with a 0-3 lvl spell cast on them. I cast the enhancing spell at same time. takes up slot 1 lvl higher - PHBII
    Skils		Trained/Untrained: 9/4
    Trained Skills	Total	Stat	Misc
    Endurance  	+9	+0	--
    Know-Magic	+14	+5	--
    Know-Religion	+14	+5	--
    Persuasion	+12	+3	--
    Initiative 	+9	+0	--
    Perception	+12	+3	--
    Gear: 27,500g				cost	weight
    +1 Mithral Chain Shirt of Twilight		5100g	10
    +1 Animated Tower Shield		9180g	-
    Circlet of Intelect +2			4000g	-
    Wand of levitation			4500g 	1
    Rod of lesser Imbue Summon		3000g	4
    Wand of cure light			750
    Longsword				15g	4
    Dagger					2g	1
    Backpack				2g	2
    Travelers outfit				20g	4
    Rope silk 50 ft				10g	1
    Spell component pouch			5g	2
    Trail rations X4				2g	-
    Total Weight:38lb	Money: 6gp 20sp 0cp
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	38	76	115	230	575
    Age: 25
    Height: 5'3"
    Weight: 120
    Eyes: emerald green
    Hair: Black
    Skin: Pale
    Improved Familiar:
    Inharra Shelaroos (Shieldbearer)
    Air mephit, Small Outsider (air, extraplanar)
    Hit dice: 3D8 (24)
    Speed: 30ft / Fly 60ft (perfect)
    AC*: 26 (+1 size, +3 dex, +7, natural, +5 tower shield) *usually behind full cover of shield
    Abilities: Str 10, Dex 17, Con 10, Int 9, Wis 11, Cha 15
    Saves: Ref 8, Fort 5, Will 11
    Feats: Lightning Reflexes, Great Fortitude
    Special qualities: DR 5/magic, fast healing 2, Improved evasion
    full cover: cannot be targeted by melee or ranged attacks
    Quandrus has always been a little bit off. His choices for company have never been what polite society would call cultured. His home, luckily on the outskirt of town, was always host to a myriad of animals, vermin and spirits that made anyone else fairly uncomfortable, but he seems to enjoy their prescence. Often late in the night he could be heard hooting with joy as he summons something completely unknown.
    Then one day he had a new companion, a very attractive young woman with wings whose diaphanous cloak offered little in the way of warmth or modesty. But from that day on she was always at his side. People would have said something if she had been on anyone but Quandrus' arm, but for him by that point, it just seemed like his version of normal. They would take walks late at night together, and sometimes people would catch a glimpse of the girl sitting on one of Quandrus' shoulders like she didn't weigh anything at all.
    But it's not like he's unfriendly. People who need help with a little heavy lifting, or start having pest problems, often find themselves trudging out to the edge of town to request the services of this very gifted summoner who is more happy to call a couple friends to help.
    Last edited by Vertexx69; Wednesday, 1st August, 2007 at 09:32 PM.

  7. #7
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

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    Sep 2005
    Starkville, MS
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    Franklin Payne, World Renown Adventurer

    Franklin Payne (CR 8)
    Male human factotum (Dungeonscape 14) 8
    NG Medium humanoid
    Init +18; Senses Perception +10
    Languages Common, Goblin, Dwarf, Draconic, Orc
    AP 9
    AC 25, touch 14, flat-footed 21; +7 armor, +4 shield, +3 Dex, +1 dodge; Combat Expertise, cunning defense
    hp 64 (8 HD)
    Fort +2, Ref +9, Will +4
    Speed 30 ft.
    Melee +1 rapier +10 (1d6+1/18-20) or
    Melee mwk kukri +10 (1d4/18-20) or
    Melee mwk sap +10 (1d6 nonlethal) or
    Base Atk +6; Grp +6
    Atk Options Combat Expertise, Weapon Finesse, cunning insight, cunning strike
    Special Actions Improved Disarm, cunning surge, opportunistic piety (4/day)
    Combat Gear wand of magic missiles (5th, 50 charges)
    Spell-Like Abilities (CL 8):
    1/day—detect magic, detect secret doors, read magic, undecided x3
    Abilities Str 10, Dex 16, Con 10, Int 22, Wis 13, Cha 14
    SQ arcane dilettante (3 spells, 3rd), brains over brawn, cunning knowledge, inspiration (8pts), trapfinding
    Feats Combat Expertise, Dodge, Font of Inspiration x2, Improved Disarm, Insightful, Jack-of-all-Trades, Weapon Finesse
    Trained Skills Initiative +18, Knowledge (arcana/magic) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (nature) +14, Mechanics +14, Persuasion +11, Perception +10, Ride +18, Survival +10, Use Magic Device +11
    Untrained Skills Acrobatics +11, Climb +8, Deception +6, Endurance +4, Jump +8, Knowledge (other) +10, Medicine +5, Stealth +10, Swim +6
    Possessions combat gear plus +2 mithral breastplate, +2 darkwood heavy shield, gloves of dexterity +2, headband of intellect +2, fine adventuring clothes, spell component pouch, 209gp
    Inspiration To represent Franklin's random body of knowledge, he gains a number of inspiration points to activate his abilities. At the beginning of each encounter, he inspiration pool refreshes to its maximum.
    Cunning Insight (Ex) Before making an attack roll, damage roll, or saving throw, Franklin can spend 1 inspiration point to gain a competence bonus of +6; the modifier is Int based. Cunning insight does not require an action and can be used as often as Franklin likes on his or another's turn.
    Cunning Knowledge (Ex) When making a check with an non-trained only skill, Franklin can spend 1 inspiration point to gain a bonus on the check equal to +8 (his factotum level). Franklin can use this ability once per day for any given skill.
    Trapfinding (Ex) As a rogue.
    Arcane Dilettante (Sp) Franklin can imitate the arcane arts. At the beginning of the day, he may select up to 3 sorcerer/wizard spells without XP cost to prepare; he can prepare up to three spells, with up to one being his maximum level (3rd). He may the cast these spells with their material components as a spell-like ability (and thus no arcane spell failure). He may not prepare the same spell twice. Each spell may be used once per day. Spells may be prepared with metamagic feats as normal; the save DC is 10 + Spell Level + Int.
    Brains over Brawn (Ex) Franklin adds his Int modifier to Strength checks, Dexterity checks, and checks involving Strength or Dexterity.
    Cunning Defense (Ex) Franklin can spend 1 inspiration point to gain his Int bonus as a dodge bonus to AC against one opponent for 1 round. Using this ability is a free action. The ability may be used multiple times against different opponents, but not more than once against the same opponent on Franklin's turn.
    Cunning Strike (Ex) Franklin can spend 1 inspiration point to apply sneak attack damage of +1d6 against an opponent; this ability must be activated before making the attack role.
    Opportunistic Piety (Su) Franklin can spend 1 inspiration point to channel divine energy up to 4 times per day. One use can be used to heal injuries (one creature is healed 22 hp [2xfactotum level+Int]), harm undead (22 hp of damage), or turn undead as a cleric of Franklin's level.
    Cunning Surge (Ex) By spending 3 inspiration points, Franklin can take an extra standard action during his turn.
    Hook "I've never been so scared in all my life! Brilliant!"

    L1->Factotum 1 HP 8 (1d8+0) Skills: 11 (6+1+4)
    • Trained Skills: Initiative, Knowledge (arcana/magic), Knowledge (geography), Knowledge (history), Knowledge (nature), Mechanics, Persuasion, Perception, Ride, Survival, Use Magic Device
    • Abilities: Str 10 [0pts], Dex 14 [4pts], Con 10 [0pts], Int 18 [14pts], Wis 13 [3pts], Cha 14 [4pts]
    • Feats: Dodge, Insightful, Jack-of-all-Trades
    • Other: inspiration, cunning insight, cunning knowledge, trapfinding
    L2->Factotum 2 HP 8 (1d8+0)
    • Other: arcane dilettante
    L3->Factotum 3 HP 8 (1d8+0)
    • Other: brains over brawn, cunning defense
    • Feats: Combat Expertise, Font of Inspiration
    L4->Factotum 4 HP 8 (1d8+0)
    • Other: cunning strike
    • Ability: Int +1
    L5->Factotum 5 HP 8 (1d8+0)
    • Other: opportunistic piety
    • Feat: Weapon Finesse
    L6->Factotum 6 HP 8 (1d8+0)
    • Feat: Improved Disarm
    L7->Factotum 7 HP 8 (1d8+0)
    • Feat: Font of Inspiration
    L8->Factotum 8 HP 8 (1d8+0)
    • Other: cunning surge
    • Ability: Int +1

    Possessions +2 mithral breastplate (8350gp), +2 darkwood heavy shield (4257gp), rapier +1 (2320gp), mwk kukri (308gp), mwk sap (301gp), wand of magic missiles (5th) (5250gp), gloves of dexterity +2 (4000gp), headband of intellect +2 (4000gp), spell component pouch (5gp)

    Franklin Payne was born the only son of a well-to-do merchant family. As such, he was given the finest things, boarded at the best schools, and taught the value of courage and service. His education from all his tutors instilled in Franklin an grasp of skills from all professions. His drive to excel has driven him to become a gentleman adventurer, seeking out the thrills of danger locales world wide. If it can be explored, Franklin Payne has explored it and written about it in his famous travelogues.

    Franklin is a tallish man in the flush of his youth. He has a a wiry build, fine adventuring clothes under a brilliant mithral breastplate, and well kept dark hair and mustache. He is boisterous and charming, and thrives on adversity.

    Skill user, back-up/5th party member
    Last edited by stonegod; Wednesday, 1st August, 2007 at 11:04 PM.

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