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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1294508" data-attributes="member: 1223"><p><strong>Saint James</strong></p><p></p><p><strong>Saint James:</strong> male Rog 9/Ftr 2; HD 9d6-6 plus 2d10-2; hp 53; Init +8; Spd 30 ft; AC 18, touch 14, flat-footed 14; BAB +8; Grp +7; Atk +14 (1d6-1/19–20, short sword); Full Atk +12/+7 (1d6-1/19–20, short sword) and +11 (1d4/19–20, <em>+1 dagger</em>) or +12/+7 ranged (1d6/x3, shortbow); SA sneak attack +5d6; SQ evasion, improved uncanny dodge, trap sense +3, trapfinding; SV Fort +5, Ref +10, Will +3; Str 8, Dex 18, Con 8, Int 12, Wis 11, Cha 12.</p><p></p><p><em>Skills and Feats: </em>Balance +13<em>, </em>Climb +8, Craft (Alchemy) +4, Craft (Cooking) +5, Craft (Trapmaking) +4, Disable Device +12, Disguise +8, Gather Information +7, Hide +14, Jump +2, Listen +8, Open Lock +17, Search +10, Sleight of Hand +10, Spot +8, Swim -1, Tumble +14; Dodge, Improved Initiative, Mobility, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword).</p><p></p><p><strong>Evasion (Ex):</strong> St. James can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.</p><p></p><p><strong>Trapfinding (Ex):</strong> St. James can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. St. James can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check, he can generally study the trap, figure out how it works, and bypass it (with his party) without disarming it.</p><p></p><p><strong>Trap Sense (Ex):</strong> St. James has an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps. </p><p></p><p><strong>Uncanny Dodge (Ex):</strong> St. James retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.</p><p></p><p><em>Possessions:</em> <em>bracers of armor +3</em>, <em>talisman of protection +1</em>, Flitten, <em>+1 dagger</em>, masterwork short sword.</p><p></p><p>A fast-talking youth, St. James is sarcastic and disrespectful, but also quite perceptive. He is of medium height and build, with brown hair and blue eyes. St. James is prone to catching colds and cannot abide drafts. He also hates to carry anything heavier than a bag of coins. St. James is very clever at working with both traps and locks—skills which have served him well in the last few years. He is fine cook and brewer, and was known to occasionally moonlight at the Bristling Boar. When in Heremac St. James often enjoyed the company of a certain lady named Maggie, but he has recently fallen out of her favor. St. James hails from a small village called Mattin, where he was known as Destin Waller; his parents owned a tavern there called the Wellstone. St. James was forced to leave his home town after being accused of thievery. For a while St. James was accompanied by a childhood friend, Dale. Unfortunately, Dale was devoured by Old Brown while exploring Owl Island.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1294508, member: 1223"] [b]Saint James[/b] [B]Saint James:[/b] male Rog 9/Ftr 2; HD 9d6-6 plus 2d10-2; hp 53; Init +8; Spd 30 ft; AC 18, touch 14, flat-footed 14; BAB +8; Grp +7; Atk +14 (1d6-1/19–20, short sword); Full Atk +12/+7 (1d6-1/19–20, short sword) and +11 (1d4/19–20, [i]+1 dagger[/i]) or +12/+7 ranged (1d6/x3, shortbow); SA sneak attack +5d6; SQ evasion, improved uncanny dodge, trap sense +3, trapfinding; SV Fort +5, Ref +10, Will +3; Str 8, Dex 18, Con 8, Int 12, Wis 11, Cha 12. [I]Skills and Feats: [/i]Balance +13[i], [/i]Climb +8, Craft (Alchemy) +4, Craft (Cooking) +5, Craft (Trapmaking) +4, Disable Device +12, Disguise +8, Gather Information +7, Hide +14, Jump +2, Listen +8, Open Lock +17, Search +10, Sleight of Hand +10, Spot +8, Swim -1, Tumble +14; Dodge, Improved Initiative, Mobility, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword). [B]Evasion (Ex):[/b] St. James can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. [B]Trapfinding (Ex):[/b] St. James can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. St. James can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check, he can generally study the trap, figure out how it works, and bypass it (with his party) without disarming it. [B]Trap Sense (Ex):[/b] St. James has an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps. [B]Uncanny Dodge (Ex):[/b] St. James retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. [I]Possessions:[/i] [i]bracers of armor +3[/i], [i]talisman of protection +1[/i], Flitten, [i]+1 dagger[/i], masterwork short sword. A fast-talking youth, St. James is sarcastic and disrespectful, but also quite perceptive. He is of medium height and build, with brown hair and blue eyes. St. James is prone to catching colds and cannot abide drafts. He also hates to carry anything heavier than a bag of coins. St. James is very clever at working with both traps and locks—skills which have served him well in the last few years. He is fine cook and brewer, and was known to occasionally moonlight at the Bristling Boar. When in Heremac St. James often enjoyed the company of a certain lady named Maggie, but he has recently fallen out of her favor. St. James hails from a small village called Mattin, where he was known as Destin Waller; his parents owned a tavern there called the Wellstone. St. James was forced to leave his home town after being accused of thievery. For a while St. James was accompanied by a childhood friend, Dale. Unfortunately, Dale was devoured by Old Brown while exploring Owl Island. [/QUOTE]
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