Need help statting and equipping a Dungeon Delver

Northern Guard

First Post
"I've been called many things in my life time, but tomb raider has to be the most cruel. I prefer the phrases 'Master Archaeologist' or 'Artifact Recovery Specialist' myself.

Most dwarves seek treasure by the edge of their axe, go bellowing war cries and slay the beast. Let's face it: it's 998 and we've seen the end of the War to End All Wars. These are more civilized times. I would much rather avoid going head to head with the horrid terrors altogether. Solid planning, skill and cunning... those are the keys to a safe and fun romp in the ruins... Sure, a little magic and a lot of luck wouldn't hurt either.

-- Danagar Delver

I'm looking for some designing a 4th level character: a dwarf rogue that will be the party's resident Archaeologist (has to have a good amount of knowledge skills - Arcana, History and Dungeoneering).

I've posted a statblock below with rogue as the primary class - I'm also thinking that picking up a level in Sorcerer would come in handy for the utility spells. As the character gains sorcerer levels, spells like invisibility and spider climb will supplement the regular set of rogue skills.

I'm not really interested in working towards the Extreme Explorer PrC as I think I'd rather work with the DM on a 'better' dungeoneering PrC.

Specifically I need help with:
* Comments on the skill selections and the amount of points I sank into them.
* Suggestions on equipment (magical and mundane) that will be useful.
* Spell selection
* I also haven't decided on what feat to take for the 3rd char level. Improved Initiative seems to be a popular choice for rogues and sorcerers if one goes by the sample characters in the PHB and the npcs in the 3.0 DMG. Any thoughts?

CR 4; Size: M Type HUMANOID; HD (3d6)+(1d4)+8; hp 26; Init +2
(+2 Dex, +0 Misc); Spd Walk 20'; AC 15 (flatfooted 13, touch 12),
Crossbow (Light/Masterwork) +5 80';/P (1d8 19-20/x2 Carried M ) or Sword (Short/Masterwork) +4 0';/P (1d6+1 19-20/x2 Primary M );
SA: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +2 racial bonus on saving throws against poison., +2 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Improved Evasion (Ex), Sneak Attack +2d6, Stability, Stonecunning, Summon Familiar, Trap Sense (Ex) +1, Trapfinding; Vision: Darkvision (60';), Normal AL: CG; Sv: Fort
+4, Ref +6, Will +4;
Str 12, Dex 15, Con 14, Int 14, Wis 11, Cha 14

Skills and Feats: Climb +4, Decipher Script +7, Disable Device +9, Gather Information +5, Hide +5, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (History) +7, Listen +3, Move Silently +7, Perform (Oratory) +5, Search +7, Spellcraft +6, Spot +3, Use Magic Device +9; Education (bonuses applied to Arcana & Dungeoneering)

Possessions:
1 Backpack, 1 Bolts (Crossbow/10/Masterwork), 1 Cloak of Resistance +1, 1 Crossbow (Light/Masterwork), 3 Potion of Cure Light Wounds, 1 Potion of Invisibility, 1 Potion of Spider Climb, 1 Pouch (Belt), 1 Scroll (Blur), 1 Scroll (Expeditious Retreat), 1 Studded Leather (Masterwork), 1 Sword (Short/Masterwork)

Sorcerer - Known:
Level 0: Detect Magic, Light, Prestidigitation, Read Magic
Level 1: Comprehend Languages, Detect Secret Doors
 

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mikebr99 said:
Have you considered the Temple Raider of Olidammara (S&S, p16)?
Mike
Good suggestion. But divine casting doesn't really fit into what I have in mind.

rangerjohn said:
Unless this is 3.0, the masterwork crossbow and bolts, will not stack.
Thanks and noted. We're using 3.5 with house rules. Will stick with the masterwork [edit:crossbow] crossbow then.

Can anyone recommend tweaks?
 
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