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Vampires of Waterdeep
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<blockquote data-quote="sans" data-source="post: 3005592" data-attributes="member: 42554"><p><span style="font-size: 12px"><strong>Salo Smellyfoot</strong></span></p><p>Neutral Good Halfling Rogue</p><p></p><p>[sblock=Character Sheet]</p><p>[code]</p><p>Name: [b]Salo Smellyfoot[/b]</p><p>Class: Rogue 13 </p><p>Race: Lightfoot Halfling Age: 26</p><p>Region: The Western Heartlands Height: 3'</p><p>Size: Small Weight: 35 lbs</p><p>Gender: Male Eyes: Grey</p><p>Alignment: Neutral Good Hair: Light brown, curly</p><p>Deity: Yondalla Skin: Tanned</p><p></p><p></p><p>[b]ABILITIES[/b] [b]BASIC INFO[/b]</p><p>--------------------------------- -----------------------------------------</p><p>SCORE* MOD MAGIC Level: 13 XP: 83000 </p><p>STR: 10 ( 0) BAB: +9/+4 HP: 67 / 67* </p><p>DEX: 20 (+6) 24^ (+7) Grapple: +5 Dmg Red: -/-</p><p>CON: 12 (+1) Speed: 20' Spell Res: -</p><p>INT: 16 (+3) Init: +8 Spell Save: - </p><p>WIS: 8 (-1) </p><p>CHA: 14 (+2)</p><p></p><p>* See bottom for point buy, race, level breakdown as well as HP calc</p><p>^ +4 Enhancement Bonus (Gloves of Dextarity)</p><p></p><p></p><p>[b]SAVING THROWS[/b]</p><p>-----------------------------------------------------------</p><p> TOTAL Base Mod Misc</p><p>FORTITUDE: +9 = +4 +1 +4</p><p>REFLEX: +19* = +7 +8 +4</p><p>WILL: +10# = +4 +2^ +4</p><p></p><p>* additional +4 bonus vs traps</p><p># additional +2 moral bonus vs fear</p><p>^ Force of Personality applies CHA instead of WIS mod to WILL saves</p><p></p><p>Special: </p><p> +1 racial bonus to all saves</p><p> +2 enhancement bonus(Cloack of Resistance +2) to all saves</p><p> Luck of Heroes: +1 luck bonus to all saves</p><p> Slippery Mind: 1 re-try the next round vs enchantments</p><p></p><p></p><p></p><p>[b]ARMOR[/b]</p><p>--------------------------------------------------------------</p><p> TOTAL Base Armor Shld Dex Size Nat Misc^</p><p>ARMOR: 26* = 10 +3 +0 +7 +1 +2 +3</p><p>TOUCH: 21* = 10 - - +7 +1 - +3</p><p>FLAT-FOOTED: 19* = 10 +3 - - +1 +2 +3</p><p></p><p>* additional +4 vs traps</p><p>^ Luck of Heroes: +1 luck bonus to AC</p><p></p><p>Armor Bonus Dex ACP ASF Bonus Type</p><p> Padded Armor +2 +3 8 0 5% Armor</p><p> Amulet of Natural Armor +2 +2 n/a 0 0 Natural</p><p> Ring of Protection +2 +2 n/a 0 0 Deflection</p><p></p><p></p><p>[b]WEAPONS[/b]</p><p>----------------------------------------------------------------------------------</p><p>Weapon Attack# Damage* Critical Range Type</p><p>One-weapon Fighting</p><p> Sling of Flame +1 +19^ 1d3+1, +1d6 Fire x2 50' B</p><p> 10 bullets (50 in Bag)</p><p></p><p> Silver Dagger +18/+13^^ 1d3 19-20/x2 10' P/S</p><p> of Bane(undead) +1</p><p> vs. undead +20/+15^^ 1d3+2 +2d6 19-20/x2 10' P/S</p><p></p><p> Cold Iron Dagger +18/+13^^ 1d3 19-20/x2 10' P/S</p><p> Wand of Magic Missle n/a 5 @ 1d4+1 each</p><p></p><p>Two-weapon Fighting</p><p> Silver Dagger +16/+11^^ 1d3 19-20/x2 10' P/S</p><p> of Bane(undead) +1</p><p> vs. undead +18/+13^^ 1d3+2 +2d6 19-20/x2 10' P/S</p><p></p><p> Cold Iron Dagger +16^^ 1d3 19-20/x2 10' P/S</p><p></p><p>* possible +7d6 for sneak attack</p><p># includes +1 size bonus</p><p>^ includes +1 racial bonus for slings</p><p>^^ additional +1 racial bonus if thrown</p><p></p><p></p><p>[b]SPECIAL ABILITIES[/b]</p><p>--------------------------------------------------------</p><p>Halfling:</p><p> +1 size bonus to AC</p><p> +1 size bonus to attack</p><p> +4 size bonus to hide</p><p> +2 racial bonus to climb, jump, move silently, listen</p><p> +1 racial bonus to all saves</p><p> +1 morale bonus to saves vs. fear</p><p> +1 racial bonus to throw weapons and slings</p><p></p><p>Rogue:</p><p> Sneak Attack +7d6</p><p> Trap Finding</p><p> Trap Sense +4</p><p> Evasion</p><p> Uncanny Dodge</p><p> Improved Uncanny Dodge</p><p> Slippery Mind</p><p> Skill Mastery(Bluff, Move Silently, Sense Motive, Escape Artist, Spot, Tumble)</p><p></p><p></p><p>[b]LANGUAGES[/b]</p><p>--------------------------------------------------------</p><p>Common, Chondathan, Halfling, Gnome, Dwarven</p><p></p><p></p><p>[b]FEATS[/b]</p><p>----------------------------------------------------</p><p>Armor and Weapon Proficiency</p><p> Simple Weapons Proficiency(all)</p><p> Martial Weapon Proficiency(Rapier, Sap, Shortbow)</p><p> Exotic Weapon Proficiency(Hand Crossbow)</p><p> Armor Proficiency(Light)</p><p></p><p>Regional Feat: Luck of Heroes</p><p></p><p>Character Level Feats</p><p> 1. Weapon Finesse</p><p> 3. Two-weapon fighting</p><p> 6. Quick Draw</p><p> 9. Force of Personality (Complete Adventurer)</p><p> 12. Skill Focus(Use Magic Device)</p><p></p><p></p><p>[b]SKILLS[/b]</p><p>----------------------------------------------------------------</p><p>Skill Points: 176 Max Ranks: 16/8</p><p></p><p>Skill Abl TOTAL Rnk Stat Msc</p><p>Appraise INT 3 - 3 -</p><p>Balance DEX 9 - 7 2 +2 tumble syn </p><p>Bluff CHA 18* 16.0 2 -</p><p>Climb STR 2 - - 2 +2 racial</p><p>Concentration(CC) CON 1 - 1 -</p><p>Decipher Script INT 8 5.0 3 - </p><p>Diplomacy CHA 6 - 2 4 +2 bluff syn, +2 sense motive syn</p><p>Disable Device INT 21 16.0 3 2 +2 circumstance for thief's tools, masterwork</p><p>Disguise CHA 4 - 2 2 +2 bluff syn when acting in character</p><p>Escape Artist DEX 20* 13.0 7 -</p><p>Forgery INT 3 - 3 -</p><p>Gather Info CHA 17 13.0 2 2 +2 knowledge(local) syn</p><p>Heal(CC) WIS -1 - -1 -</p><p>Hide DEX 19 8.0 7 4</p><p>Intimidate CHA 4 - 2 2 +2 bluff syn.</p><p>Jump STR -2 - - -2 +2 racial bonus, -6 movement, +2 tumble syn</p><p>Knowledge(local) INT 8 5.0 3 -</p><p>Listen WIS 7 8.0 -1 -</p><p>Move Silently DEX 25* 16.0 7 2 +2 racial</p><p>Open Lock DEX 19 10.0 7 2 +2 circumstance for thief's tools, masterwork</p><p>Ride(CC) DEX 7 - 7 -</p><p>Search INT 15 12.0 3 -</p><p>Sense Motive WIS 10* 11.0 -1 -</p><p>Sleight of Hand DEX 10 1.0 7 2 +2 bluff syn</p><p>Spot WIS 15* 16.0 -1 -</p><p>Survival(CC) WIS -1 - -1 -</p><p>Tumble DEX 19* 10.0 7 2 +2 jump syn</p><p>Swim STR 0 - 0 -</p><p>Use Magic Device CHA 21^ 16.0 2 3 +3 skill focus, addition +2 decipher script syn for scrolls</p><p>Use Rope DEX 7 - 7 - additional +2 escape artist syn to bind someone</p><p></p><p>* Skill Mastery: may take 10 even if under duress</p><p>^ DCs:</p><p> Activate Wand: DC 20</p><p> Scroll DC:</p><p> Emulate Ability Score DC = 10 + 15 + spell level</p><p> Use Scroll DC = 20 + caster level</p><p> INT Based: for spell level > 6, must Emulate Ability Score</p><p> WIS Based: must always Emulate Ability Score</p><p></p><p></p><p>[b]ASSETS[/b]</p><p>----------------------------------</p><p> Platinum: 0</p><p> Gold: 188</p><p> Silver: 13 </p><p> Copper: 0</p><p> Other:</p><p></p><p></p><p>[b]EQUIPMENT[/b]</p><p>----------------------------------------------------------------------</p><p>NAME QTY LBS COST</p><p>Padded Armor +2 1 5 4155</p><p>Amulet of Natural Armor +2 1 0 8000</p><p>Cloak of Resistance +2 1 0.5 4000</p><p>Gloves of Dexterity +4 1 0.5 16000</p><p>Winged Boots 1 0.5 16000</p><p> fly, 3 uses/day, 5 minutes each use</p><p></p><p>Ring of Invisiblity (4 minutes) 1 0 20000</p><p>Ring of Protection +2 1 0 8000</p><p></p><p>Silver Dagger of Bane(undead) +1 1 0.5 8322</p><p>MW Cold Iron Dagger 1 0.5 304</p><p>Sling of Flame +1 1 0 8300</p><p></p><p>Custom leather bandolier-belt 1 0.5 1</p><p> Holds daggers and wands </p><p></p><p>Wands (DC20 Use Magic Device, auto-success):</p><p> Magic Missle [50 charges] 1 0.7 6750</p><p> 9th, 5@1d4+1 each</p><p> Greater Invisibility [49 charges] 1 0.7 21000</p><p> Greater Invisibility for 7 rounds</p><p> Cure Light Wounds [50 charges] 1 0.7 750</p><p> Heals 1d8+1 points of damage</p><p></p><p>Pouch(Belt) 1 0.5 1</p><p> Bullets (Sling) 10 5 0.1</p><p></p><p>Handy Haversack 5 2000</p><p> Bedroll 1 (5) 0.1</p><p> Everburning Torch 1 (1) 110</p><p> Flint and Steel 1 (0) 1</p><p> Potion (Cure Moderate Wounds) 3 (0) 900</p><p> Rations (Trail/Per Day) 2 (2) 1</p><p> Rope, Silk, 50' 1 (5) 10</p><p> Tanglefoot Bag 4 (8) 200</p><p> Steel Mirror, small 1 (0.5) 10</p><p> Waterskin (Filled) 1 (4) 1</p><p> Bullets (Sling) 50 (25) 0.5</p><p> Qual's Feather Token(Tree) 1 (0) 400</p><p> Qual's Feather Token(Fan) 1 (0) 200</p><p> Thief's Tools, Masterwork 1 (2) 100</p><p> Scrolls*</p><p> INT Based:</p><p> See Invisibility (DC 23) (30 minutes) 2 300</p><p> Black Tenticles (DC 27) (7 rounds) 1 700</p><p> Comprehend Languages (DC21) (10 minutes)2 50</p><p> WIS Based:</p><p> Entagle (DC 26, DC 21) (1 minute) 2 50</p><p> Spike Growth (DC 29, DC 25) (5 hours) 1 375</p><p> TOTAL COST: 126941.7</p><p></p><p></p><p>Total weight caried: 20.6 </p><p>Current load: Light</p><p></p><p>Encumbrance</p><p>Light: 33</p><p>Medium: 66</p><p>Heavy: 100</p><p></p><p></p><p>[b]MOUNT[/b]</p><p>-------------------------------------------------------------</p><p>MOUNT LBS COST</p><p>Warpony "Dusk" 100</p><p>Riding Saddle 30 30</p><p>Saddle Bags 4 4</p><p>Studded Leather Barding 20 25</p><p> TOTALS: 54 159</p><p></p><p></p><p>[b]INITIAL ABILITY SCORE AND HP CALCS[/b]</p><p>---------------------------------------</p><p>ABILITY SCORES</p><p> RAW POINTS RACIAL LEVEL TOTAL</p><p>Str: 12 4 -2 - 10</p><p>Dex: 15 8 +2 +3 20</p><p>Con: 12 4 - - 12</p><p>Int: 16 10 - - 16</p><p>Wis: 8 0 - - 8</p><p>Cha: 14 6 - - 14 </p><p></p><p></p><p>HIP POINTS</p><p>Max Hit points: 67</p><p></p><p> 6 + 4 x 12 + 1 x 13 </p><p> ^ ^^^^^^ ^^^^^^</p><p> 6@1st 4@2nd to 13th +1 CON Mod/Level</p><p></p><p>[/code]</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Dusk the Warpony]</p><p>[code]</p><p>[size=2][b]Dusk[/b][/size]</p><p>Size/Type: Medium Animal</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +1</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 16 (+1 Dex, +2 natural, +3 barding), </p><p> touch 11, </p><p> flat-footed 15</p><p>Base Attack/Grapple: +1/+3</p><p>Attack: Hoof +3 melee (1d3+2)</p><p>Full Attack: 2 hooves +3 melee (1d3+2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +5, Ref +4, Will +0</p><p>Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4</p><p>Skills: Listen +5, Spot +5</p><p>Feats: Endurance</p><p></p><p>A light load for a warpony is up to 100 pounds; </p><p>a medium load, 101-200 pounds; </p><p>and a heavy load, 201-300 pounds. </p><p>A warpony can drag 1,500 pounds.</p><p>[/code]</p><p></p><p><strong>DESCRIPTION</strong></p><p>Dusk is a plain, dark brown, female warpony. Her studded leather barding is a lighter shade of brown.</p><p></p><p>Salo just recently puchased Dusk. His previous mount was a tough, battle-hardened dire weasle named Sausage. Sausage perished to a swarm of hell wasps while defending Salo. Salo dearly misses his loyal stead.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Description]</p><p>Salo Smellyfoot stands exactly three feet short. He has light-brown curly hair, a big proud nose, an even bigger smile and really nice teeth. His eyes are gray and elicit a profound sense of trust. He is quite the charmer. However, it must be noted that his family name, Smellyfoot, is an accurate olfactory description of his family tree's pediatric disposition. The smelly destiny is inherited by one in three Smellyfoots.</p><p></p><p>Salo's garb is that of magical padded armor dyed in various hues of black. The armor is almost velvet-like with rich, almost shiny, black hems accenting the deeper, darker black portions. It's very tasteful and very stylish. Salo's magic cape is also black on the outside with a silloutte of a star stitched in white thread. The inside lining of the cape is of the starkest, brightest white, like Salo's teeth.</p><p></p><p>The most notable of piece equipment on Salo's person is a bandolier-belt equipped with two daggers at the waist and three wands across the chest for easy access. The leather bandolier-belt is stained black with intricate carvings. Salo wears the piece with pride. It was custom made for him by a poor but masterful leather craftsman who's family Salo saved from a band of kobalds early in Salo's travels.</p><p></p><p>Salo boots are also black. Yes, footwear is an oddity for halflings. But anyone who's been in an enclosed space with Salo and his bare feet will testify that containing Salo's feet is in everyone's best interest.</p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p>Salo Smellyfoot was born in a poor village in The Western Heartlands known as Back Water. His parents were kind and humble. They raised Salo to be a good little Lightfoot. Salo's father, Berry, did odd jobs in the richer neighboring villages while Salo's mother, Watta, sold home made pastries at Midweek Market. </p><p></p><p>When Salo was 12 years old, his parents, along with one quarter of the residents of Back Water, died of the Green Plague. Salo was adopted by his rich and retired merchant uncle, Thymon. Ironically, it wasn't until then that Salo became versed in the shadier things of life. Thymon trained Salo in the arts of thievery and deception. It seemed like Thymon was grooming Salo for something. For what, Salo could never figure out. Thymon always kept saying things like, "You're gonna take over" or "It'll all be up to you when I'm gone."</p><p></p><p>Five years later, when Salo was 17 years old, Thymon mysteriously disappeared. The town militia was quite certain that foul play was involved, but, somehow, the matter was quickly forgotten. Salo suspected bribes in key places aided the forgetfulness</p><p></p><p>Salo decided to leave everything behind, to start anew. Thanks to the gentle upbringing of his parents, he was never really comfortable with the more unscroupulous aspects of Thymon's teachings. Young Salo was also worried that the same forces which made his uncle disappear, would soon be after him too.</p><p></p><p>Thus began Salo's career as rogue and adventure. He traveled far and made many a friend and enemy, but recently he heard rumors of the Green Plague which killed his parents. Rumors which hinted of dark gods and a plot to spread the disease across all of Faerun...</p><p></p><p>Ah, but all that will have to wait. Right now there are more pressing problems, like that of Vampires in Waterdeep.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="sans, post: 3005592, member: 42554"] [size=3][b]Salo Smellyfoot[/b][/size] Neutral Good Halfling Rogue [sblock=Character Sheet] [code] Name: [b]Salo Smellyfoot[/b] Class: Rogue 13 Race: Lightfoot Halfling Age: 26 Region: The Western Heartlands Height: 3' Size: Small Weight: 35 lbs Gender: Male Eyes: Grey Alignment: Neutral Good Hair: Light brown, curly Deity: Yondalla Skin: Tanned [b]ABILITIES[/b] [b]BASIC INFO[/b] --------------------------------- ----------------------------------------- SCORE* MOD MAGIC Level: 13 XP: 83000 STR: 10 ( 0) BAB: +9/+4 HP: 67 / 67* DEX: 20 (+6) 24^ (+7) Grapple: +5 Dmg Red: -/- CON: 12 (+1) Speed: 20' Spell Res: - INT: 16 (+3) Init: +8 Spell Save: - WIS: 8 (-1) CHA: 14 (+2) * See bottom for point buy, race, level breakdown as well as HP calc ^ +4 Enhancement Bonus (Gloves of Dextarity) [b]SAVING THROWS[/b] ----------------------------------------------------------- TOTAL Base Mod Misc FORTITUDE: +9 = +4 +1 +4 REFLEX: +19* = +7 +8 +4 WILL: +10# = +4 +2^ +4 * additional +4 bonus vs traps # additional +2 moral bonus vs fear ^ Force of Personality applies CHA instead of WIS mod to WILL saves Special: +1 racial bonus to all saves +2 enhancement bonus(Cloack of Resistance +2) to all saves Luck of Heroes: +1 luck bonus to all saves Slippery Mind: 1 re-try the next round vs enchantments [b]ARMOR[/b] -------------------------------------------------------------- TOTAL Base Armor Shld Dex Size Nat Misc^ ARMOR: 26* = 10 +3 +0 +7 +1 +2 +3 TOUCH: 21* = 10 - - +7 +1 - +3 FLAT-FOOTED: 19* = 10 +3 - - +1 +2 +3 * additional +4 vs traps ^ Luck of Heroes: +1 luck bonus to AC Armor Bonus Dex ACP ASF Bonus Type Padded Armor +2 +3 8 0 5% Armor Amulet of Natural Armor +2 +2 n/a 0 0 Natural Ring of Protection +2 +2 n/a 0 0 Deflection [b]WEAPONS[/b] ---------------------------------------------------------------------------------- Weapon Attack# Damage* Critical Range Type One-weapon Fighting Sling of Flame +1 +19^ 1d3+1, +1d6 Fire x2 50' B 10 bullets (50 in Bag) Silver Dagger +18/+13^^ 1d3 19-20/x2 10' P/S of Bane(undead) +1 vs. undead +20/+15^^ 1d3+2 +2d6 19-20/x2 10' P/S Cold Iron Dagger +18/+13^^ 1d3 19-20/x2 10' P/S Wand of Magic Missle n/a 5 @ 1d4+1 each Two-weapon Fighting Silver Dagger +16/+11^^ 1d3 19-20/x2 10' P/S of Bane(undead) +1 vs. undead +18/+13^^ 1d3+2 +2d6 19-20/x2 10' P/S Cold Iron Dagger +16^^ 1d3 19-20/x2 10' P/S * possible +7d6 for sneak attack # includes +1 size bonus ^ includes +1 racial bonus for slings ^^ additional +1 racial bonus if thrown [b]SPECIAL ABILITIES[/b] -------------------------------------------------------- Halfling: +1 size bonus to AC +1 size bonus to attack +4 size bonus to hide +2 racial bonus to climb, jump, move silently, listen +1 racial bonus to all saves +1 morale bonus to saves vs. fear +1 racial bonus to throw weapons and slings Rogue: Sneak Attack +7d6 Trap Finding Trap Sense +4 Evasion Uncanny Dodge Improved Uncanny Dodge Slippery Mind Skill Mastery(Bluff, Move Silently, Sense Motive, Escape Artist, Spot, Tumble) [b]LANGUAGES[/b] -------------------------------------------------------- Common, Chondathan, Halfling, Gnome, Dwarven [b]FEATS[/b] ---------------------------------------------------- Armor and Weapon Proficiency Simple Weapons Proficiency(all) Martial Weapon Proficiency(Rapier, Sap, Shortbow) Exotic Weapon Proficiency(Hand Crossbow) Armor Proficiency(Light) Regional Feat: Luck of Heroes Character Level Feats 1. Weapon Finesse 3. Two-weapon fighting 6. Quick Draw 9. Force of Personality (Complete Adventurer) 12. Skill Focus(Use Magic Device) [b]SKILLS[/b] ---------------------------------------------------------------- Skill Points: 176 Max Ranks: 16/8 Skill Abl TOTAL Rnk Stat Msc Appraise INT 3 - 3 - Balance DEX 9 - 7 2 +2 tumble syn Bluff CHA 18* 16.0 2 - Climb STR 2 - - 2 +2 racial Concentration(CC) CON 1 - 1 - Decipher Script INT 8 5.0 3 - Diplomacy CHA 6 - 2 4 +2 bluff syn, +2 sense motive syn Disable Device INT 21 16.0 3 2 +2 circumstance for thief's tools, masterwork Disguise CHA 4 - 2 2 +2 bluff syn when acting in character Escape Artist DEX 20* 13.0 7 - Forgery INT 3 - 3 - Gather Info CHA 17 13.0 2 2 +2 knowledge(local) syn Heal(CC) WIS -1 - -1 - Hide DEX 19 8.0 7 4 Intimidate CHA 4 - 2 2 +2 bluff syn. Jump STR -2 - - -2 +2 racial bonus, -6 movement, +2 tumble syn Knowledge(local) INT 8 5.0 3 - Listen WIS 7 8.0 -1 - Move Silently DEX 25* 16.0 7 2 +2 racial Open Lock DEX 19 10.0 7 2 +2 circumstance for thief's tools, masterwork Ride(CC) DEX 7 - 7 - Search INT 15 12.0 3 - Sense Motive WIS 10* 11.0 -1 - Sleight of Hand DEX 10 1.0 7 2 +2 bluff syn Spot WIS 15* 16.0 -1 - Survival(CC) WIS -1 - -1 - Tumble DEX 19* 10.0 7 2 +2 jump syn Swim STR 0 - 0 - Use Magic Device CHA 21^ 16.0 2 3 +3 skill focus, addition +2 decipher script syn for scrolls Use Rope DEX 7 - 7 - additional +2 escape artist syn to bind someone * Skill Mastery: may take 10 even if under duress ^ DCs: Activate Wand: DC 20 Scroll DC: Emulate Ability Score DC = 10 + 15 + spell level Use Scroll DC = 20 + caster level INT Based: for spell level > 6, must Emulate Ability Score WIS Based: must always Emulate Ability Score [b]ASSETS[/b] ---------------------------------- Platinum: 0 Gold: 188 Silver: 13 Copper: 0 Other: [b]EQUIPMENT[/b] ---------------------------------------------------------------------- NAME QTY LBS COST Padded Armor +2 1 5 4155 Amulet of Natural Armor +2 1 0 8000 Cloak of Resistance +2 1 0.5 4000 Gloves of Dexterity +4 1 0.5 16000 Winged Boots 1 0.5 16000 fly, 3 uses/day, 5 minutes each use Ring of Invisiblity (4 minutes) 1 0 20000 Ring of Protection +2 1 0 8000 Silver Dagger of Bane(undead) +1 1 0.5 8322 MW Cold Iron Dagger 1 0.5 304 Sling of Flame +1 1 0 8300 Custom leather bandolier-belt 1 0.5 1 Holds daggers and wands Wands (DC20 Use Magic Device, auto-success): Magic Missle [50 charges] 1 0.7 6750 9th, 5@1d4+1 each Greater Invisibility [49 charges] 1 0.7 21000 Greater Invisibility for 7 rounds Cure Light Wounds [50 charges] 1 0.7 750 Heals 1d8+1 points of damage Pouch(Belt) 1 0.5 1 Bullets (Sling) 10 5 0.1 Handy Haversack 5 2000 Bedroll 1 (5) 0.1 Everburning Torch 1 (1) 110 Flint and Steel 1 (0) 1 Potion (Cure Moderate Wounds) 3 (0) 900 Rations (Trail/Per Day) 2 (2) 1 Rope, Silk, 50' 1 (5) 10 Tanglefoot Bag 4 (8) 200 Steel Mirror, small 1 (0.5) 10 Waterskin (Filled) 1 (4) 1 Bullets (Sling) 50 (25) 0.5 Qual's Feather Token(Tree) 1 (0) 400 Qual's Feather Token(Fan) 1 (0) 200 Thief's Tools, Masterwork 1 (2) 100 Scrolls* INT Based: See Invisibility (DC 23) (30 minutes) 2 300 Black Tenticles (DC 27) (7 rounds) 1 700 Comprehend Languages (DC21) (10 minutes)2 50 WIS Based: Entagle (DC 26, DC 21) (1 minute) 2 50 Spike Growth (DC 29, DC 25) (5 hours) 1 375 TOTAL COST: 126941.7 Total weight caried: 20.6 Current load: Light Encumbrance Light: 33 Medium: 66 Heavy: 100 [b]MOUNT[/b] ------------------------------------------------------------- MOUNT LBS COST Warpony "Dusk" 100 Riding Saddle 30 30 Saddle Bags 4 4 Studded Leather Barding 20 25 TOTALS: 54 159 [b]INITIAL ABILITY SCORE AND HP CALCS[/b] --------------------------------------- ABILITY SCORES RAW POINTS RACIAL LEVEL TOTAL Str: 12 4 -2 - 10 Dex: 15 8 +2 +3 20 Con: 12 4 - - 12 Int: 16 10 - - 16 Wis: 8 0 - - 8 Cha: 14 6 - - 14 HIP POINTS Max Hit points: 67 6 + 4 x 12 + 1 x 13 ^ ^^^^^^ ^^^^^^ 6@1st 4@2nd to 13th +1 CON Mod/Level [/code] [/sblock] [sblock=Dusk the Warpony] [code] [size=2][b]Dusk[/b][/size] Size/Type: Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 16 (+1 Dex, +2 natural, +3 barding), touch 11, flat-footed 15 Base Attack/Grapple: +1/+3 Attack: Hoof +3 melee (1d3+2) Full Attack: 2 hooves +3 melee (1d3+2) Space/Reach: 5 ft./5 ft. Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +4, Will +0 Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Endurance A light load for a warpony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A warpony can drag 1,500 pounds. [/code] [b]DESCRIPTION[/b] Dusk is a plain, dark brown, female warpony. Her studded leather barding is a lighter shade of brown. Salo just recently puchased Dusk. His previous mount was a tough, battle-hardened dire weasle named Sausage. Sausage perished to a swarm of hell wasps while defending Salo. Salo dearly misses his loyal stead. [/sblock] [sblock=Description] Salo Smellyfoot stands exactly three feet short. He has light-brown curly hair, a big proud nose, an even bigger smile and really nice teeth. His eyes are gray and elicit a profound sense of trust. He is quite the charmer. However, it must be noted that his family name, Smellyfoot, is an accurate olfactory description of his family tree's pediatric disposition. The smelly destiny is inherited by one in three Smellyfoots. Salo's garb is that of magical padded armor dyed in various hues of black. The armor is almost velvet-like with rich, almost shiny, black hems accenting the deeper, darker black portions. It's very tasteful and very stylish. Salo's magic cape is also black on the outside with a silloutte of a star stitched in white thread. The inside lining of the cape is of the starkest, brightest white, like Salo's teeth. The most notable of piece equipment on Salo's person is a bandolier-belt equipped with two daggers at the waist and three wands across the chest for easy access. The leather bandolier-belt is stained black with intricate carvings. Salo wears the piece with pride. It was custom made for him by a poor but masterful leather craftsman who's family Salo saved from a band of kobalds early in Salo's travels. Salo boots are also black. Yes, footwear is an oddity for halflings. But anyone who's been in an enclosed space with Salo and his bare feet will testify that containing Salo's feet is in everyone's best interest. [/sblock] [sblock=Background] Salo Smellyfoot was born in a poor village in The Western Heartlands known as Back Water. His parents were kind and humble. They raised Salo to be a good little Lightfoot. Salo's father, Berry, did odd jobs in the richer neighboring villages while Salo's mother, Watta, sold home made pastries at Midweek Market. When Salo was 12 years old, his parents, along with one quarter of the residents of Back Water, died of the Green Plague. Salo was adopted by his rich and retired merchant uncle, Thymon. Ironically, it wasn't until then that Salo became versed in the shadier things of life. Thymon trained Salo in the arts of thievery and deception. It seemed like Thymon was grooming Salo for something. For what, Salo could never figure out. Thymon always kept saying things like, "You're gonna take over" or "It'll all be up to you when I'm gone." Five years later, when Salo was 17 years old, Thymon mysteriously disappeared. The town militia was quite certain that foul play was involved, but, somehow, the matter was quickly forgotten. Salo suspected bribes in key places aided the forgetfulness Salo decided to leave everything behind, to start anew. Thanks to the gentle upbringing of his parents, he was never really comfortable with the more unscroupulous aspects of Thymon's teachings. Young Salo was also worried that the same forces which made his uncle disappear, would soon be after him too. Thus began Salo's career as rogue and adventure. He traveled far and made many a friend and enemy, but recently he heard rumors of the Green Plague which killed his parents. Rumors which hinted of dark gods and a plot to spread the disease across all of Faerun... Ah, but all that will have to wait. Right now there are more pressing problems, like that of Vampires in Waterdeep. [/sblock] [/QUOTE]
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