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(EPIC) The Epic Dungeon Crawl: Characters
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<blockquote data-quote="GoldenEagle" data-source="post: 533122" data-attributes="member: 5128"><p><strong>Malibeem Lightfoot</strong></p><p></p><p>I threw this together rather hastily. It seemed perfect for a dungeon crawl and I based the number stuff on some things Sollir helped me with on another character. If something isn't right let me know. I just wanted to get something up to keep the idea moving forward. I am looking forward to checing out Epic Rules.</p><p></p><p>Ranger 1 / Rogue 19</p><p>Neutral</p><p>Hit dice 193</p><p>Initiative +13</p><p>Speed 20’ walk / 90’ fly (3/4 while blinking)</p><p>AC: 41 [56] Flat foot: 41 Touch 28</p><p> (+1 Size +9 Arm. +13 Dex +4 Prot +4 N Arm.)-(+7 Shield +4 Haste +1 Dodge +4 AoO)</p><p>Attacks: dagger: 31/31/26/26/21/21 (31ExTact/31 Haste) or S.bow 33/28/23 (33/33)</p><p>Damage: +10d6 Sneak</p><p>Special Attacks: Sneak Attack, Crippling Strike, </p><p>Special Defense: Blinking, Displacement, Uncanny Dodge, Improved Evasion, </p><p>Special qualities: Can’t be flanked, Defensive Roll, Skill Mastery (7), Speaks all Lang. in PHB</p><p>Saves: F 19 R 30 (+3 vs. Traps) W 15</p><p>Abilities S 12 I 18 W 16 D 36 C 20 Ch 10</p><p></p><p>Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage. </p><p></p><p>Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. </p><p></p><p>Improved Evasion: The rogue takes only half damage on a failed save. </p><p></p><p>Feats</p><p>Ambidexterity (Bonus)</p><p>Two Weapon Fighting (Bonus)</p><p>Tracking (Bonus)</p><p>Weapon Finesse – Dagger (1)</p><p>Combat Reflexes (3)</p><p>Dodge (6)</p><p>Mobility(9)</p><p>Expert Tactician (12)</p><p>Improved two Weapon Fighting (15)</p><p>Greater two weapon Fighting (18)</p><p></p><p></p><p>Skills: Tot Ranks Abil. Syner. Tools Other</p><p>Hide* 46</p><p>Jump 7</p><p>Move Sil.* 48</p><p>Open Lock* 46</p><p>Mag. Dev* 18</p><p>Search* 37</p><p>Appraise 20</p><p>Spot* 26</p><p>Balance 18</p><p>Tumble 29</p><p>Climb 11</p><p>Disable Device* 37</p><p>Escape Artist 27</p><p>Tracking 25</p><p>Listen 15</p><p>Language Points 20</p><p>Gather Information 21</p><p> </p><p>* Skill Mastery – . When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so.</p><p></p><p>Magic Items Cost </p><p>Boots Flying & Speed 24000 </p><p>Cloak Displacement (Major) 50,000 </p><p>Vest of the Wight * 5000 </p><p>Robe Resistance +5 25000 </p><p>Bracers of Natural Armor +4 32000</p><p>Armor Mith Shirt +5, Grace 37100 </p><p>Goggles Night 8000 </p><p>Ring Blinking 30000 </p><p>Ring Telekinesis 75000 </p><p>Hat 0 </p><p>Amulet Natural Health+4 16000 </p><p>Gloves Dexterity +6 36000 </p><p>Belt Protection +4 32000 </p><p> (2) +4 Ghost Touch Daggers 100604 </p><p> Rod of Negation 44600 </p><p> Gem of Seeing 75000 </p><p> Chime of Opening 3000 </p><p> Portable Hole 14000 </p><p> Heward’s Handy Haversack 2000 </p><p> Manual of Quickness in Action 137500 </p><p> Lens of Detection 3500 </p><p> +3 Short Bow Mighty (+1) 18525 </p><p> Tools of the Wight 5000 </p><p> Mundane Items 790 </p><p> Deck of Illusions 9200</p><p>2 Wands CLW 1500 </p><p>Wand of Endurance 4500</p><p>Wand of Knock 4500</p><p>Wand of Shield 750 </p><p>795,069 </p><p></p><p>*Vest of the Wight (+10 Move Silently and Hide) – 10x10x20 + [10x10x20]1.5=5,000</p><p>*Tools of the Wight (+10 Open Lock/disable Device) 10x10x20 + [10x10x20]1.5=5,000</p><p></p><p>Mundane Items: 100’ silk rope, 100’ string, 60 days of Rations, Candle, Caltrops x 10, 4 waterproof sacks, 100 MW arrows, 100 Arrows, 10 daggers, </p><p></p><p>History</p><p></p><p>This character is into "acquisitions & recovery" . Sometimes for monetary gain, other times simply to challenge himself. He keeps keeps his background to himself, but makes his expertise known when planning with a group…nothing is worse than being caught. </p><p></p><p>He prefers to be in and out undetected, however, if forced to fight does so with unyeilding ferocity. He believes in having a wide network of friends and in "keeping his ear to the ground". Outwardly he is very trusting, inside he knows he fully trusts people about as far as he can throw them (and keep in mind, he is a halfling).</p><p></p><p>Edit: Fixed Gauntlet of Dex to +6 and adjusted all related stats. </p><p>Edit: Added a couple of items and fixed GP value for Armor and Bow (I forgot to add the price of the armor and MW bow itself originally).</p></blockquote><p></p>
[QUOTE="GoldenEagle, post: 533122, member: 5128"] [b]Malibeem Lightfoot[/b] I threw this together rather hastily. It seemed perfect for a dungeon crawl and I based the number stuff on some things Sollir helped me with on another character. If something isn't right let me know. I just wanted to get something up to keep the idea moving forward. I am looking forward to checing out Epic Rules. Ranger 1 / Rogue 19 Neutral Hit dice 193 Initiative +13 Speed 20’ walk / 90’ fly (3/4 while blinking) AC: 41 [56] Flat foot: 41 Touch 28 (+1 Size +9 Arm. +13 Dex +4 Prot +4 N Arm.)-(+7 Shield +4 Haste +1 Dodge +4 AoO) Attacks: dagger: 31/31/26/26/21/21 (31ExTact/31 Haste) or S.bow 33/28/23 (33/33) Damage: +10d6 Sneak Special Attacks: Sneak Attack, Crippling Strike, Special Defense: Blinking, Displacement, Uncanny Dodge, Improved Evasion, Special qualities: Can’t be flanked, Defensive Roll, Skill Mastery (7), Speaks all Lang. in PHB Saves: F 19 R 30 (+3 vs. Traps) W 15 Abilities S 12 I 18 W 16 D 36 C 20 Ch 10 Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage. Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. Improved Evasion: The rogue takes only half damage on a failed save. Feats Ambidexterity (Bonus) Two Weapon Fighting (Bonus) Tracking (Bonus) Weapon Finesse – Dagger (1) Combat Reflexes (3) Dodge (6) Mobility(9) Expert Tactician (12) Improved two Weapon Fighting (15) Greater two weapon Fighting (18) Skills: Tot Ranks Abil. Syner. Tools Other Hide* 46 Jump 7 Move Sil.* 48 Open Lock* 46 Mag. Dev* 18 Search* 37 Appraise 20 Spot* 26 Balance 18 Tumble 29 Climb 11 Disable Device* 37 Escape Artist 27 Tracking 25 Listen 15 Language Points 20 Gather Information 21 * Skill Mastery – . When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. Magic Items Cost Boots Flying & Speed 24000 Cloak Displacement (Major) 50,000 Vest of the Wight * 5000 Robe Resistance +5 25000 Bracers of Natural Armor +4 32000 Armor Mith Shirt +5, Grace 37100 Goggles Night 8000 Ring Blinking 30000 Ring Telekinesis 75000 Hat 0 Amulet Natural Health+4 16000 Gloves Dexterity +6 36000 Belt Protection +4 32000 (2) +4 Ghost Touch Daggers 100604 Rod of Negation 44600 Gem of Seeing 75000 Chime of Opening 3000 Portable Hole 14000 Heward’s Handy Haversack 2000 Manual of Quickness in Action 137500 Lens of Detection 3500 +3 Short Bow Mighty (+1) 18525 Tools of the Wight 5000 Mundane Items 790 Deck of Illusions 9200 2 Wands CLW 1500 Wand of Endurance 4500 Wand of Knock 4500 Wand of Shield 750 795,069 *Vest of the Wight (+10 Move Silently and Hide) – 10x10x20 + [10x10x20]1.5=5,000 *Tools of the Wight (+10 Open Lock/disable Device) 10x10x20 + [10x10x20]1.5=5,000 Mundane Items: 100’ silk rope, 100’ string, 60 days of Rations, Candle, Caltrops x 10, 4 waterproof sacks, 100 MW arrows, 100 Arrows, 10 daggers, History This character is into "acquisitions & recovery" . Sometimes for monetary gain, other times simply to challenge himself. He keeps keeps his background to himself, but makes his expertise known when planning with a group…nothing is worse than being caught. He prefers to be in and out undetected, however, if forced to fight does so with unyeilding ferocity. He believes in having a wide network of friends and in "keeping his ear to the ground". Outwardly he is very trusting, inside he knows he fully trusts people about as far as he can throw them (and keep in mind, he is a halfling). Edit: Fixed Gauntlet of Dex to +6 and adjusted all related stats. Edit: Added a couple of items and fixed GP value for Armor and Bow (I forgot to add the price of the armor and MW bow itself originally). [/QUOTE]
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