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<blockquote data-quote="SlagMortar" data-source="post: 1790613" data-attributes="member: 24821"><p>[code]</p><p>Name: Nars Blackbeard</p><p>Class: Rogue 7 / Fighter 2</p><p>Race: Dwarf</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: Lawful Neutral</p><p>Deity: Sela</p><p></p><p>Str: 14 +2 (06p.) Level: 9 XP: 41799 (45000 total for next level)</p><p>Dex: 18(20) +5 (10p.) BAB: +7 HP: 66 (7d6+2d10+18)</p><p>Con: 14 +2 (04p.) Grapple: +9 Dmg Red: -/-</p><p>Int: 14 +2 (06p.) Speed: 20' Spell Res: -</p><p>Wis: 10 +0 (02p.) Init: +5 Spell Save: -</p><p>Cha: 08 -1 (02p.) ACP: -0 Spell Fail: -</p><p>Attributes in parentheses indicate with items. All derived stats use with item values.</p><p>All attributes from levels applied to Dex</p><p></p><p> Base Armor Shld Dex Size Nat Deflection Insight Misc Total</p><p>Armor: 10 +5 +1 +5 +0 +1 +2 +1 +0 25</p><p>Touch: 18 Flatfooted: 25</p><p>+4 dodge vs. Giants</p><p> Base Mod Misc Total</p><p>Fort: 5 +2 +1 +8</p><p>Ref: 5 +5 +1 +11</p><p>Will: 2 +0 +1 +3</p><p>Note: +2 saves vs spells, spell-like effects, poison</p><p>Trap Sense +2</p><p></p><p>Weapon Attack Damage Critical Range Special</p><p>Felhunter (+1 short sword) +13/+8 1d6+3 19-20x2 N/A Fey bane, cold iron</p><p>Felhunter/shield bash(TWF) +11/+6/+11/+6 1d6+3/1d6+2 19-20x2/20x2</p><p>Sickle +12 1d6+2 20x2 N/A</p><p>Cold Iron Dagger (melee) +12 1d4+2 19-20x2 N/A</p><p>Cold Iron Dagger (ranged) +12 1d4+2 19-20x2 10 ft</p><p>Light crossbow +12 1d8 19-20x2 80 ft</p><p></p><p>Special: Sneak attack for +4d6 damage when it applies</p><p> Trip with sickle, +12 to hit on touch attack, +2 to trip, +9 to avoid trip</p><p> Fey bane gives +3 enhancement bonus and +2d6 damage vs Fey</p><p>+1 vs. Goblins and Orcs</p><p></p><p>Languages: Common, Dwarf, Goblin, Orc</p><p></p><p>Abilities:</p><p>RACIAL (DWARF)</p><p>- +2 Con, -2 Cha</p><p>- Base land speed is 20 feet. Can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p>- Darkvision: 60' Black and white only.</p><p>- Stonecunning:</p><p>-- +2 racial bonus on Search checks to notice unusual stonework.</p><p>-- 10' of unusual stonework: Search check as if actively searching</p><p>-- Can use the Search skill to find stonework traps as a rogue can.</p><p>-- Intuit depth: sense approximate depth underground. </p><p>- Weapon Familiarity: dwarven waraxes and dwarven urgroshes</p><p>- Stability: +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground.</p><p>- +2 racial bonus on saving throws against poison.</p><p>- +2 racial bonus on saving throws against spells and spell-like effects.</p><p>- +1 racial bonus on attack rolls against orcs and goblinoids.</p><p>- +4 dodge bonus to AC vs. giants. </p><p>- +2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>- +2 racial bonus on Craft checks that are related to stone or metal.</p><p>- Favored Class: Fighter.</p><p>Rogue / Fighter</p><p>- Weapon and Armor Proficiency (Fighter): A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).</p><p>- Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage.</p><p>- The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</p><p>- Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. </p><p>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 </p><p>create it.</p><p>- Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</p><p>- A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.</p><p>- Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.</p><p>- Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.</p><p>- Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.</p><p></p><p>Feats: Two-weapon Fighting (1st), Weapon Finesse (3rd), Improved Shield Bash (6th), Combat Expertise (1st fighter bonus), Improved Two-weapon Fighting (2nd fighter bonus), <need 9th level feat></p><p></p><p>Skill Points: 100 rogue, 8 fighter Max Ranks: 12/6</p><p>Skills Ranks Mod Misc Total</p><p>Balance 0 +5 +2 +7</p><p>Disable Device 12 +2 +2 +16 (2 ranks cc)</p><p>Hide 12 +5 +17</p><p>Jump 0 +2 +2-6 -2</p><p>Knowledge(Arch and Eng) 5 +2 +7 (5 ranks cc)</p><p>Knowledge(Dungeoneering) 1 +2 +3 (1 rank cc)</p><p>Listen 4 +0 +4</p><p>Move Silently 12 +5 +17</p><p>Open Lock 12 +5 +2 +19</p><p>Search 12 +2 +14* (2 ranks cc)</p><p>Sense Motive 2 +0 +2</p><p>Spot 9 +0 +9</p><p>Tumble 9 +5 +14</p><p>Use Magic Device 8 -1 +7</p><p>*+2 for hidden compartments and secret doors from Knowledge (Arch & Eng) and +2 on unusual stone work</p><p></p><p>Equipment: Cost Weight</p><p>Mithral Chain shirt +1 10.0lb</p><p>Felhunter +1 Cold Iron Shortsword, Feybane 2.0lb</p><p>Light steel bashing shield +1 6.0lb</p><p>Sickle 2.0lb</p><p>Cold Iron Dagger 1.0lb</p><p>Light crossbow 4.0lb</p><p>28 bolts 2.8lb</p><p> 6 cold iron bolts 0.6lb</p><p>Cloak of resistance +1 1.0lb</p><p>Gloves of dex +2 -lb</p><p>Ring of protection +2 -lb</p><p>Explorer's outfit -lb</p><p>Amulet of natural armor +1 -lb</p><p>dusty rose prism ioun stone</p><p>--2 Empty flasks of whiskey tucked in cloak pocket 3.0lb</p><p>Backpack 2.0lb</p><p>--Flint and Steel -lb </p><p>--Chalk (7 pieces) -lb</p><p>--Rations x3 days 3.0lb</p><p>--Waterskin 4.0lb</p><p>--2 alchemist fires 2.0lb</p><p>Bedroll 5.0lb</p><p>Belt pouch .5lb</p><p>--Signal whistle -lb</p><p>--Masterwork Thieves tools 2.0lb</p><p>--Potion of CLW -lb</p><p>--Potion of Cure Moderate W -lb</p><p>Mule named Tarnish (standard mule)</p><p></p><p>Total Weight:50.9lb Money: 459gp 2sp 7cp</p><p></p><p> Lgt Med Hvy Lift Push</p><p>Max Weight: 58 116 175 350 875</p><p>Craft Points: 4,800 (spent 600 total)</p><p>[/code]</p><p>Age: 58</p><p>Height: 4'1"</p><p>Weight: 137lb</p><p>Eyes: Brown</p><p>Hair: Black</p><p>Skin: Ruddy</p><p></p><p>Appearance: </p><p>Nars is an average sized dwarf wearing a dulled chain shirt and two black pommelled short swords tucked about his ample girth. He has also acquired a fair bit of other weaponry with a dagger in his boot, a sickle hanging off his pack, and a crossbow at his belt. He is particularly embarrassed by the fact that his beard, though black like his namesake, is quite thin for a dwarf. He wears a deep green, almost black cloak over everything.</p><p></p><p>Personality:</p><p>Nars has a merry laugh and is always ready for a good joke, though he is somewhat shy in groups of people. He is a deliberate thinker, but able to think quickly if the situation calls. He likes to think out a problem from all angles when given the chance. He will always pause a moment to examine the architecture of a building or cavern even if it is poorly constructed. He is an adequate scout, but locks, traps and secret doors are his specialty. Nars is a firm believer in contracts and honor. He always (nearly always) speaks plainly and says what he means. He dislikes dealing with any who seem untrustworthy even if such a dealing could be profitable.</p><p></p><p>Background: (PUBLIC)</p><p>Nars grew up in the Torbith clan-home about a month's journey from Orussus studying engineering at the Academy of the Sciences, and has always loved puzzles, traps and locks. He was drafted into the army to help deal with an orc uprising near his mountain home. He received some basic martial training, but spent most his time as a scout. He may go back and pick up some more skills in that area after he has seen a bit of the world. After helping put down the orc uprising, he felt the need to venture out of his dwarven caverns. His grandfather Thedrick Blackbeard had told him tales of adventurers setting out from Orussus and so travelled there hoping to see the world.</p><p></p><p>History:</p><p></p><p>[SBLOCK]</p><p>--Level 1 skill allocation: 4 ranks each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Listen, Spot, 2 ranks cc Knowledge (Architecture, Engineering)</p><p>--1053 XP and 262.83 gp acquired in the Burning Tower</p><p>--Sold thieves' tools (+15 gp)</p><p>--Purchased masterwork thieves tools (-100 gp)</p><p>--Purchased sickle (-6 gp)</p><p>--Purchased 3 days rations (-1.5 gp)</p><p>--Purchased 10 cold iron bolts (-2 gp)</p><p>--Level 2 skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 2 ranks Sense Motive</p><p></p><p>Completed Faerie Woods</p><p>--Turns out that he is a distant relative of Master Torbith, the proprietor of a jewelry shop near Rilthorne's tower.</p><p>--Sold dagger (+1 gp) and purchased cold iron dagger (-4 gp)</p><p>--Purchased 4 days rations before setting off for Faerie Woods (-2 gp)</p><p>--1140 XP for defeating some rogues and bandits</p><p>--Acquired light riding horse with saddle</p><p>--1820 XP for fey encounters and forcing the redcap to flee</p><p>--Third level feat: weapon finesse, skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (Architecture, Engineering)</p><p>--Acquired 566gp in the Faerie Woods</p><p>--Purchased Potion of Cat's Grace (-300gp), two Potion of CLW (-100), 2 alchemist fires (-40 gp)</p><p>--Acquired Felhunter is a +1 Feybane cold Iron Shortsword to battle the Redcap</p><p>--Lost light riding horse with saddle</p><p>--Purchased Scroll of Enlarge (-25gp)</p><p>--Used potion of Cat's Grace and potion of Cure Light Wounds in slaying redcap.</p><p>--2130 XP for encounter with unicorns, slaying 5 worgs, and felling the hated redcap.</p><p>--4th level: Put point into Dex, skill points: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (dungeoneering)</p><p>--100 XP for final encounter and month of Faerie Woods and 100 XP for time spent.</p><p></p><p>E1: Tomb of Chaos</p><p></p><p>--Purchased 10 pieces of chalk (-1sp)</p><p>--Gave Scroll of Enlarge to Nezrak</p><p>--Consumed 3 days rations on the way to the tomb.</p><p>--Acquired gold necklace from over trapped bed</p><p>--2327 XP for first part of Tomb of Chaos (gnolls, statue, traps, skeletons)</p><p>--Gained 5th level as rogue. skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (Architecture, Engineering)</p><p>--Consumed 1 day ration in tomb. Found masterwork dagger (from Nestiphae)</p><p>--Drank potion of cure light wounds</p><p>--Used flask of alchemist fire on swarm of silver coins</p><p>--Used flask of alchemist fire on the swarm of scorpions</p><p>--Consumed 1 day ration in tomb.</p><p>--3643 XP in Tomb of Chaos </p><p>--Received potion of CLW, 2 alchemist fires, 6229.93 gps</p><p>--Received 3278 for end of Tomb of Chaos</p><p>--<a href="http://www.enworld.org/showpost.php?p=3251498&postcount=915" target="_blank">Tomb of Chaos XP summary post</a></p><p>--Gained 6th level as Fighter</p><p> --Feats: Improved Shield Bash, Combat Expertise</p><p> --Skills: One cross class rank of search and disable device</p><p>--Helped Nezrak craft Gloves of Dex +2 (-3400 gp, -400 craft points) </p><p>--Helped Nezrak craft Cloak of Resistance +1 (-850 gp, -100 craft points)</p><p>--Purchased mithril chain shirt (-1100 gp)</p><p>--Helped Nezrak enchance chain shirt to +1 (-850 gp, -100 craft points)</p><p>--Purchased masterwork light steel shield (-159 gp)</p><p>--Purchased Tarnish the mule (-8 gp)</p><p>[/SBLOCK]</p><p>Began E2: Gemhold</p><p>[SBLOCK]</p><p>--3036 XP for ambush drakes and other encounters in E2: Gemhold</p><p>--Fired two crossbow bolts at a band of goblins</p><p>--Acquired potion of cure moderate wounds</p><p>--Acquired 6511 XP for time spent</p><p>--Achieved level 7. </p><p>--Added level of rogue, skill points: 1 disable device, 2 hide, 2 move silently, 2 open lock, 1 search, 1 rank cc Knowledge (Architecture, Engineering)</p><p>--Acquired 15114 XP (limited to 35999 total XP due to max of 1 level from single XP bonus) from storming the Gemhold and slaying a barghest, hill giants, and a huge number of goblins (not yet added above, nor are the changes made for level 8)</p><p>--Achieved level 8.</p><p>--Added level of fighter, skill points: 1 cc disable device, 1 cc search, feat: improved two weapon fighting, added attribute point to Dex</p><p>--Final haul from <a href="http://www.enworld.org/forum/living-en-world/186719-e2-secret-gemhold-patlin-judging-40.html#post4660499" target="_blank">Gem Hold</a></p><p>--Acquired 5800 XP</p><p>--Achieved level 9.</p><p>--Acquired dusty rose prism ioun stone, ring of protection +2, amulet of natural armor +1 2000, light steel shield +1 of bashing</p><p>--Sold masterwork light steel shield (+79.5 gp)</p><p>--Added level of rogue, skill points: 1 disable device, 2 hide, 2 move silently, 2 open lock, 1 search, 1 spot, 1 tumble, feat: <not yet chosen></p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="SlagMortar, post: 1790613, member: 24821"] [code] Name: Nars Blackbeard Class: Rogue 7 / Fighter 2 Race: Dwarf Size: Medium Gender: Male Alignment: Lawful Neutral Deity: Sela Str: 14 +2 (06p.) Level: 9 XP: 41799 (45000 total for next level) Dex: 18(20) +5 (10p.) BAB: +7 HP: 66 (7d6+2d10+18) Con: 14 +2 (04p.) Grapple: +9 Dmg Red: -/- Int: 14 +2 (06p.) Speed: 20' Spell Res: - Wis: 10 +0 (02p.) Init: +5 Spell Save: - Cha: 08 -1 (02p.) ACP: -0 Spell Fail: - Attributes in parentheses indicate with items. All derived stats use with item values. All attributes from levels applied to Dex Base Armor Shld Dex Size Nat Deflection Insight Misc Total Armor: 10 +5 +1 +5 +0 +1 +2 +1 +0 25 Touch: 18 Flatfooted: 25 +4 dodge vs. Giants Base Mod Misc Total Fort: 5 +2 +1 +8 Ref: 5 +5 +1 +11 Will: 2 +0 +1 +3 Note: +2 saves vs spells, spell-like effects, poison Trap Sense +2 Weapon Attack Damage Critical Range Special Felhunter (+1 short sword) +13/+8 1d6+3 19-20x2 N/A Fey bane, cold iron Felhunter/shield bash(TWF) +11/+6/+11/+6 1d6+3/1d6+2 19-20x2/20x2 Sickle +12 1d6+2 20x2 N/A Cold Iron Dagger (melee) +12 1d4+2 19-20x2 N/A Cold Iron Dagger (ranged) +12 1d4+2 19-20x2 10 ft Light crossbow +12 1d8 19-20x2 80 ft Special: Sneak attack for +4d6 damage when it applies Trip with sickle, +12 to hit on touch attack, +2 to trip, +9 to avoid trip Fey bane gives +3 enhancement bonus and +2d6 damage vs Fey +1 vs. Goblins and Orcs Languages: Common, Dwarf, Goblin, Orc Abilities: RACIAL (DWARF) - +2 Con, -2 Cha - Base land speed is 20 feet. Can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. - Darkvision: 60' Black and white only. - Stonecunning: -- +2 racial bonus on Search checks to notice unusual stonework. -- 10' of unusual stonework: Search check as if actively searching -- Can use the Search skill to find stonework traps as a rogue can. -- Intuit depth: sense approximate depth underground. - Weapon Familiarity: dwarven waraxes and dwarven urgroshes - Stability: +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground. - +2 racial bonus on saving throws against poison. - +2 racial bonus on saving throws against spells and spell-like effects. - +1 racial bonus on attack rolls against orcs and goblinoids. - +4 dodge bonus to AC vs. giants. - +2 racial bonus on Appraise checks that are related to stone or metal items. - +2 racial bonus on Craft checks that are related to stone or metal. - Favored Class: Fighter. Rogue / Fighter - Weapon and Armor Proficiency (Fighter): A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). - Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage. - The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. - Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class 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. - Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. - A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. - Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. - Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. - Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Feats: Two-weapon Fighting (1st), Weapon Finesse (3rd), Improved Shield Bash (6th), Combat Expertise (1st fighter bonus), Improved Two-weapon Fighting (2nd fighter bonus), <need 9th level feat> Skill Points: 100 rogue, 8 fighter Max Ranks: 12/6 Skills Ranks Mod Misc Total Balance 0 +5 +2 +7 Disable Device 12 +2 +2 +16 (2 ranks cc) Hide 12 +5 +17 Jump 0 +2 +2-6 -2 Knowledge(Arch and Eng) 5 +2 +7 (5 ranks cc) Knowledge(Dungeoneering) 1 +2 +3 (1 rank cc) Listen 4 +0 +4 Move Silently 12 +5 +17 Open Lock 12 +5 +2 +19 Search 12 +2 +14* (2 ranks cc) Sense Motive 2 +0 +2 Spot 9 +0 +9 Tumble 9 +5 +14 Use Magic Device 8 -1 +7 *+2 for hidden compartments and secret doors from Knowledge (Arch & Eng) and +2 on unusual stone work Equipment: Cost Weight Mithral Chain shirt +1 10.0lb Felhunter +1 Cold Iron Shortsword, Feybane 2.0lb Light steel bashing shield +1 6.0lb Sickle 2.0lb Cold Iron Dagger 1.0lb Light crossbow 4.0lb 28 bolts 2.8lb 6 cold iron bolts 0.6lb Cloak of resistance +1 1.0lb Gloves of dex +2 -lb Ring of protection +2 -lb Explorer's outfit -lb Amulet of natural armor +1 -lb dusty rose prism ioun stone --2 Empty flasks of whiskey tucked in cloak pocket 3.0lb Backpack 2.0lb --Flint and Steel -lb --Chalk (7 pieces) -lb --Rations x3 days 3.0lb --Waterskin 4.0lb --2 alchemist fires 2.0lb Bedroll 5.0lb Belt pouch .5lb --Signal whistle -lb --Masterwork Thieves tools 2.0lb --Potion of CLW -lb --Potion of Cure Moderate W -lb Mule named Tarnish (standard mule) Total Weight:50.9lb Money: 459gp 2sp 7cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 875 Craft Points: 4,800 (spent 600 total) [/code] Age: 58 Height: 4'1" Weight: 137lb Eyes: Brown Hair: Black Skin: Ruddy Appearance: Nars is an average sized dwarf wearing a dulled chain shirt and two black pommelled short swords tucked about his ample girth. He has also acquired a fair bit of other weaponry with a dagger in his boot, a sickle hanging off his pack, and a crossbow at his belt. He is particularly embarrassed by the fact that his beard, though black like his namesake, is quite thin for a dwarf. He wears a deep green, almost black cloak over everything. Personality: Nars has a merry laugh and is always ready for a good joke, though he is somewhat shy in groups of people. He is a deliberate thinker, but able to think quickly if the situation calls. He likes to think out a problem from all angles when given the chance. He will always pause a moment to examine the architecture of a building or cavern even if it is poorly constructed. He is an adequate scout, but locks, traps and secret doors are his specialty. Nars is a firm believer in contracts and honor. He always (nearly always) speaks plainly and says what he means. He dislikes dealing with any who seem untrustworthy even if such a dealing could be profitable. Background: (PUBLIC) Nars grew up in the Torbith clan-home about a month's journey from Orussus studying engineering at the Academy of the Sciences, and has always loved puzzles, traps and locks. He was drafted into the army to help deal with an orc uprising near his mountain home. He received some basic martial training, but spent most his time as a scout. He may go back and pick up some more skills in that area after he has seen a bit of the world. After helping put down the orc uprising, he felt the need to venture out of his dwarven caverns. His grandfather Thedrick Blackbeard had told him tales of adventurers setting out from Orussus and so travelled there hoping to see the world. History: [SBLOCK] --Level 1 skill allocation: 4 ranks each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Listen, Spot, 2 ranks cc Knowledge (Architecture, Engineering) --1053 XP and 262.83 gp acquired in the Burning Tower --Sold thieves' tools (+15 gp) --Purchased masterwork thieves tools (-100 gp) --Purchased sickle (-6 gp) --Purchased 3 days rations (-1.5 gp) --Purchased 10 cold iron bolts (-2 gp) --Level 2 skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 2 ranks Sense Motive Completed Faerie Woods --Turns out that he is a distant relative of Master Torbith, the proprietor of a jewelry shop near Rilthorne's tower. --Sold dagger (+1 gp) and purchased cold iron dagger (-4 gp) --Purchased 4 days rations before setting off for Faerie Woods (-2 gp) --1140 XP for defeating some rogues and bandits --Acquired light riding horse with saddle --1820 XP for fey encounters and forcing the redcap to flee --Third level feat: weapon finesse, skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (Architecture, Engineering) --Acquired 566gp in the Faerie Woods --Purchased Potion of Cat's Grace (-300gp), two Potion of CLW (-100), 2 alchemist fires (-40 gp) --Acquired Felhunter is a +1 Feybane cold Iron Shortsword to battle the Redcap --Lost light riding horse with saddle --Purchased Scroll of Enlarge (-25gp) --Used potion of Cat's Grace and potion of Cure Light Wounds in slaying redcap. --2130 XP for encounter with unicorns, slaying 5 worgs, and felling the hated redcap. --4th level: Put point into Dex, skill points: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (dungeoneering) --100 XP for final encounter and month of Faerie Woods and 100 XP for time spent. E1: Tomb of Chaos --Purchased 10 pieces of chalk (-1sp) --Gave Scroll of Enlarge to Nezrak --Consumed 3 days rations on the way to the tomb. --Acquired gold necklace from over trapped bed --2327 XP for first part of Tomb of Chaos (gnolls, statue, traps, skeletons) --Gained 5th level as rogue. skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (Architecture, Engineering) --Consumed 1 day ration in tomb. Found masterwork dagger (from Nestiphae) --Drank potion of cure light wounds --Used flask of alchemist fire on swarm of silver coins --Used flask of alchemist fire on the swarm of scorpions --Consumed 1 day ration in tomb. --3643 XP in Tomb of Chaos --Received potion of CLW, 2 alchemist fires, 6229.93 gps --Received 3278 for end of Tomb of Chaos --[URL=http://www.enworld.org/showpost.php?p=3251498&postcount=915]Tomb of Chaos XP summary post[/url] --Gained 6th level as Fighter --Feats: Improved Shield Bash, Combat Expertise --Skills: One cross class rank of search and disable device --Helped Nezrak craft Gloves of Dex +2 (-3400 gp, -400 craft points) --Helped Nezrak craft Cloak of Resistance +1 (-850 gp, -100 craft points) --Purchased mithril chain shirt (-1100 gp) --Helped Nezrak enchance chain shirt to +1 (-850 gp, -100 craft points) --Purchased masterwork light steel shield (-159 gp) --Purchased Tarnish the mule (-8 gp) [/SBLOCK] Began E2: Gemhold [SBLOCK] --3036 XP for ambush drakes and other encounters in E2: Gemhold --Fired two crossbow bolts at a band of goblins --Acquired potion of cure moderate wounds --Acquired 6511 XP for time spent --Achieved level 7. --Added level of rogue, skill points: 1 disable device, 2 hide, 2 move silently, 2 open lock, 1 search, 1 rank cc Knowledge (Architecture, Engineering) --Acquired 15114 XP (limited to 35999 total XP due to max of 1 level from single XP bonus) from storming the Gemhold and slaying a barghest, hill giants, and a huge number of goblins (not yet added above, nor are the changes made for level 8) --Achieved level 8. --Added level of fighter, skill points: 1 cc disable device, 1 cc search, feat: improved two weapon fighting, added attribute point to Dex --Final haul from [URL=http://www.enworld.org/forum/living-en-world/186719-e2-secret-gemhold-patlin-judging-40.html#post4660499]Gem Hold[/URL] --Acquired 5800 XP --Achieved level 9. --Acquired dusty rose prism ioun stone, ring of protection +2, amulet of natural armor +1 2000, light steel shield +1 of bashing --Sold masterwork light steel shield (+79.5 gp) --Added level of rogue, skill points: 1 disable device, 2 hide, 2 move silently, 2 open lock, 1 search, 1 spot, 1 tumble, feat: <not yet chosen> [/SBLOCK] [/QUOTE]
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