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<blockquote data-quote="guedo79" data-source="post: 595597" data-attributes="member: 6641"><p><strong>Xarlen vs. Guedo79</strong></p><p></p><p>Well, here goes.</p><p></p><p></p><p>Farwin Short-Tail, Male Elf Sor10/Rog6: CR 16; ECL 16; Medium-size Humanoid (Elf); HD 6d6+10d4 - 16; hp 43; Init +5; Spd 30 ft; AC 18 (+3 ring of protection, +1 Dex, +4 Bracers of armor); Melee Adamantine Dagger/Dagger of Venom +13 (1d4+3/crit 19-20 x2); Dagger +12 (1d4+2/crit 19-20 x2) SA Traps, Medium Rogue Weapon Proficiencies, Light Armor Proficiencies, Sneak Attack +3d6, Evasion, Uncanny Dodge (dex bonus to AC), Uncanny Dodge(Can’t be Flanked); SQ Elven traits, Immun: Sleep, Low-light; AL N; SV Fort +6, Ref +9, Will +7; Str 14(base 9 + 6 belt of giant str), Dex 12(base 10 + 2 elf), Con 9, Int 13, Wis 7, Cha 17(base 13 + 4 cloak).</p><p>Skills and Feats: Bluff +18(15); Concentration +0(1), Disguise +10(7), Gather Information +18(15), Knowledge (arcane) +2(1), Scry +5(4), Sense Motive +10(12), Tumble +15(14); Combat Casting, Enlarge Spell, Extend Spell, Empower Spell, Improved Initiative, Track.</p><p>Possessions:</p><p>Weapons: Acid (flask) X 3; Alchemist's fire X 2; Dagger; Dagger, silvered; Dart X 5; Dagger of Venom; Adamantine Dagger.</p><p>Goods: Backpack; Bedroll; Bottle, wine, glass; Caltrops X 2; Candle; Chalk, 2 piece; Flask; Flint and steel; Grappling hook; Rope, hemp (50 ft.); Rations, trail (per day) X 5; Signal whistle; Signet ring; Waterskin (full).</p><p>Magic: Wondrous: Cloak of Charisma (+4); Wondrous: Bag of holding (Bag 3); Wondrous: Bag of tricks (rust); Wondrous: Boots of speed; Wondrous: Bracers of armor (+4); Ring: Invisibility; Rod: Security; Wondrous: Universal solvent; Wondrous: Eyes of charming; Wondrous: Amulet of Inescapable Location; Wondrous: Belt of giant strength (+6); Wondrous: Candle of truth; Ring: Protection +3.</p><p>Spells Known (Sor 6/7/7/7/5/3): 0 - Arcane Mark, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic; 1st - Mage Armor, Protection from Evil, Protection from Good, Spider Climb, True Strike; 2nd - Alter Self, Bull's Strength, Detect Thoughts, See Invisibility; 3rd - Magic Circle against Good, Suggestion, Tongues; 4th - Arcane Eye, Polymorph Self; 5th - Sending.</p><p>Animal, Rat: None Animal, Rat ; CR 1/8; Tiny Animal ; HD 1/4d8 (Animal) ; hp 21; Init + 2; Spd 20, 15, Climb 15; AC 19; Atk +8 base melee, +13 base ranged; +13 ( 1d3-3, Bite ); SQ: Scent (Ex); AL N; SV Fort +2, Ref +4, Will +1; STR 5, DEX 15, CON 10, INT 1, WIS 12, CHA 2.</p><p>Skills: Balance + 10, Climb + 12, Hide + 17, Move Silently + 9. </p><p>Feats: Weapon Finesse.</p><p></p><p>Background: </p><p>Farwin Short-Tail was born to Reait and Raispar Short-Tail the Tribe leaders of the Short-Tail clan. He was slowly groomed to follow in his father footsteps and lead the tribe when his time comes. The values of charisma, fast-talking, and balance was instilled in him. This would help him form alliances and gain backing of support of others. But before his basic training could conclude a large army of Gnolls attacked the Clan, few escaped. Farwin was able to get away with only his horse and only a few possessions. </p><p></p><p>Lost and hungry Farwin found his way to the city of Hawen, but with his lack of skills he was forced to pan handle. Slowly he worked his way up the beggar food chain, from a spot in the slums, to a space under the Ankh Bridge, to a small plot outside the market district. Soon he was faced with a choice, stay a beggar and never go anywhere or join the Thieves Guild. When a group of thugs from the guild showed up to help his thought process the choice was easy. </p><p></p><p>Once again he was slowly groomed to the ways of a thief. He learned how to read a person from body language, how to not show his own body language, and even how to disguise himself. Compared to his former life style this was a life of luxury. He had 3 squares, an income and a place to stay. They had him running one of the rickshaws. The High-ups pay a good penny to have someone run them around the city. It’s also the perfect way to gather information, sell information, or blackmail, since you have their undivided attention until you decided to take them where they are going. </p><p></p><p>Soon Farwin was able to shift his studies to magic. The head of the Guild’s assistant was Parry BlackHeart, a human wizard. His took Farwin under his wing. It turns out he was naturally talented in magic. All that he needed was a little focus. Soon after, Farwin greatly excelled in the act of magic and had learned to twist it to enhance his information trade. </p><p></p><p>Personality: Farwin has grown paranoid since his life of poverty. He has two main goals, gather information that is valuable to other and protect himself. In conversation he is cold and to the point. Rarely, does he show great emotion and is quick to start an argument. He takes pride in his strategic planning and does his best to always have a back up plan.</p></blockquote><p></p>
[QUOTE="guedo79, post: 595597, member: 6641"] [b]Xarlen vs. Guedo79[/b] Well, here goes. Farwin Short-Tail, Male Elf Sor10/Rog6: CR 16; ECL 16; Medium-size Humanoid (Elf); HD 6d6+10d4 - 16; hp 43; Init +5; Spd 30 ft; AC 18 (+3 ring of protection, +1 Dex, +4 Bracers of armor); Melee Adamantine Dagger/Dagger of Venom +13 (1d4+3/crit 19-20 x2); Dagger +12 (1d4+2/crit 19-20 x2) SA Traps, Medium Rogue Weapon Proficiencies, Light Armor Proficiencies, Sneak Attack +3d6, Evasion, Uncanny Dodge (dex bonus to AC), Uncanny Dodge(Can’t be Flanked); SQ Elven traits, Immun: Sleep, Low-light; AL N; SV Fort +6, Ref +9, Will +7; Str 14(base 9 + 6 belt of giant str), Dex 12(base 10 + 2 elf), Con 9, Int 13, Wis 7, Cha 17(base 13 + 4 cloak). Skills and Feats: Bluff +18(15); Concentration +0(1), Disguise +10(7), Gather Information +18(15), Knowledge (arcane) +2(1), Scry +5(4), Sense Motive +10(12), Tumble +15(14); Combat Casting, Enlarge Spell, Extend Spell, Empower Spell, Improved Initiative, Track. Possessions: Weapons: Acid (flask) X 3; Alchemist's fire X 2; Dagger; Dagger, silvered; Dart X 5; Dagger of Venom; Adamantine Dagger. Goods: Backpack; Bedroll; Bottle, wine, glass; Caltrops X 2; Candle; Chalk, 2 piece; Flask; Flint and steel; Grappling hook; Rope, hemp (50 ft.); Rations, trail (per day) X 5; Signal whistle; Signet ring; Waterskin (full). Magic: Wondrous: Cloak of Charisma (+4); Wondrous: Bag of holding (Bag 3); Wondrous: Bag of tricks (rust); Wondrous: Boots of speed; Wondrous: Bracers of armor (+4); Ring: Invisibility; Rod: Security; Wondrous: Universal solvent; Wondrous: Eyes of charming; Wondrous: Amulet of Inescapable Location; Wondrous: Belt of giant strength (+6); Wondrous: Candle of truth; Ring: Protection +3. Spells Known (Sor 6/7/7/7/5/3): 0 - Arcane Mark, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic; 1st - Mage Armor, Protection from Evil, Protection from Good, Spider Climb, True Strike; 2nd - Alter Self, Bull's Strength, Detect Thoughts, See Invisibility; 3rd - Magic Circle against Good, Suggestion, Tongues; 4th - Arcane Eye, Polymorph Self; 5th - Sending. Animal, Rat: None Animal, Rat ; CR 1/8; Tiny Animal ; HD 1/4d8 (Animal) ; hp 21; Init + 2; Spd 20, 15, Climb 15; AC 19; Atk +8 base melee, +13 base ranged; +13 ( 1d3-3, Bite ); SQ: Scent (Ex); AL N; SV Fort +2, Ref +4, Will +1; STR 5, DEX 15, CON 10, INT 1, WIS 12, CHA 2. Skills: Balance + 10, Climb + 12, Hide + 17, Move Silently + 9. Feats: Weapon Finesse. Background: Farwin Short-Tail was born to Reait and Raispar Short-Tail the Tribe leaders of the Short-Tail clan. He was slowly groomed to follow in his father footsteps and lead the tribe when his time comes. The values of charisma, fast-talking, and balance was instilled in him. This would help him form alliances and gain backing of support of others. But before his basic training could conclude a large army of Gnolls attacked the Clan, few escaped. Farwin was able to get away with only his horse and only a few possessions. Lost and hungry Farwin found his way to the city of Hawen, but with his lack of skills he was forced to pan handle. Slowly he worked his way up the beggar food chain, from a spot in the slums, to a space under the Ankh Bridge, to a small plot outside the market district. Soon he was faced with a choice, stay a beggar and never go anywhere or join the Thieves Guild. When a group of thugs from the guild showed up to help his thought process the choice was easy. Once again he was slowly groomed to the ways of a thief. He learned how to read a person from body language, how to not show his own body language, and even how to disguise himself. Compared to his former life style this was a life of luxury. He had 3 squares, an income and a place to stay. They had him running one of the rickshaws. The High-ups pay a good penny to have someone run them around the city. It’s also the perfect way to gather information, sell information, or blackmail, since you have their undivided attention until you decided to take them where they are going. Soon Farwin was able to shift his studies to magic. The head of the Guild’s assistant was Parry BlackHeart, a human wizard. His took Farwin under his wing. It turns out he was naturally talented in magic. All that he needed was a little focus. Soon after, Farwin greatly excelled in the act of magic and had learned to twist it to enhance his information trade. Personality: Farwin has grown paranoid since his life of poverty. He has two main goals, gather information that is valuable to other and protect himself. In conversation he is cold and to the point. Rarely, does he show great emotion and is quick to start an argument. He takes pride in his strategic planning and does his best to always have a back up plan. [/QUOTE]
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