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[Rogue's Gallery] Constables of the 14th Ward
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<blockquote data-quote="pathfinderq1" data-source="post: 3613625" data-attributes="member: 48394"><p>Name: Thea (Amalthea Varangiar)</p><p>Race: Human </p><p>Class/level: Beguiler 5/Sorceror 1</p><p>Alignment: CG</p><p></p><p><u>Description:</u> Thea (who hasn’t answered to or even heard her full name in years) is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just about 100 pounds. She has long wavy dark hair- a fall of soft black tresses that she typically wears unbound when off duty, and ties into a single no-nonsense braid when in uniform. She has a very pale, almost luminous complexion and big green eyes- she has a wholesome, innocent look to her, which conceals a sharp mind and nerves of steel.</p><p> </p><p>While on duty, she tends to dress in simple, almost severe garb- typically plain trousers, knee-length soft boots, and a high-collared coat of dark fabric- with her uniform surcoat (and possibly a deep-hooded cloak, depending on the weather) over her basic clothes. She also wears soft black gloves, and spectacles of smoke-tinted glass, and she is usually quite fastidious about keeping her uniform clean and neat. Besides her standard issue truncheon, she never wears a visible weapon other than a plain dagger- in general she disdains physical armaments anyway. Off-duty, she prefers to dress in loose, comfortable clothing- most often the soft shapeless robes of a scholar or wizard; when on her own time, she also almost always has a book in her hand. On rare occasion she will wear fancier or more formal garb- in such cases she usually opts for bright colored and stylish outfits.</p><p></p><p><u>Personality:</u> Thea’s personality has two very distinct sides- on her own time she is quite different than when she is on duty. In both cases, though, she is very intelligent and inquisitive- she enjoys learning new things and solving intellectual challenges. Off-duty, she generally takes a fairly relaxed approach to her pursuit of knowledge- she reads a great deal, and sometimes indulges in classes or training when the opportunity arises. On duty, though, she is much more intensely focused. No detail or tangent escapes her attention, and she pursues each puzzle or assignment as fiercely as a terrier goes after a rat. While on official business, she tries to maintain a serious visage, and a somber attitude- she just wants the facts. And once she has those facts, she is remorseless in putting them together. While she keeps this sober façade in most situations, she can put it aside if the investigation calls for a less intense look- her social skills are exceptional, and she is able to assess and adapt to different types of interaction with uncanny ability. Coupled with her mundane and magical abilities, such gifts could lead to an exceptional career in the constabulary- or to an early grave…</p><p></p><p><u>History:</u>[sblock] Both of Thea’s parents were affiliated with the Lauralie Conjurers Academy, and she was born and (for the most part) raised in the 15th Ward. Her mother Cassiana was part of the Academy’s faculty, while her father Deslin was a private guard at the school. From her earliest years, Thea demonstrated a keen intelligence, insatiable curiosity, and an instinctive grasp of magic. Both of her parents doted upon their only daughter, though even they sometimes teasingly called her their “little gnome” for her small size and fascination with magic.</p><p> </p><p>Thea was small and rather sickly as a child- while most children her age were playing haphazard games of Keepstorm, she was usually reading. It was assumed that she would follow her mother into the formal study of the arcane arts. But while she was obviously magically talented, her easily distracted nature was not well suited to the formal study of wizardry- there were just to many other interesting things to learn… </p><p> </p><p>While her father was not an actual constable, many of his friends were, and Thea loved to listen to their stories. She was also quite impressed by the camaraderie that the constables shared- the “brotherhood of the badge”. She was rather lonely as a child, and the friendship that the members of the constabulary, both formal and informal, shared with one another, regardless of racial or cultural gaps, struck a deep chord within her- though she would never admit it aloud. Her parents were less than thrilled about letting her pursue such a career, and they tried to dissuade her- they even went to the great expense of hiring a mountain elf to teach her the basics of sorcery. By her mid-teens, she was well on her way to a successful (albeit dull) arcane career- but all of that was swept aside by a single horrific incident.</p><p> </p><p>On that fateful day, her father was killed on the job after a particularly vicious creature escaped from a Magical Biology lecture. One of Professor Unterbrogen’s senior teaching assistants had botched a summoning spell, and the resulting beast attacked a class of young apprentices. While Thea’s father was killed, his heroic actions bought enough time for the other faculty to deal with the creature. And while Deslin Varangiar had not been an official constable, many of the city’s law enforcement turned out for his funeral, honoring his deeds and spirit- and they were both kind and considerate to his wife and daughter. Thea took full advantage of their support, as a drowning woman might seize a life preserver. Her mother, meanwhile, turned away from such mundane concerns, seeking solace in her arcane studies and spending more and more time in her research, to the point where she hardly noticed whether her daughter was around at all… Thea spent more of her own time with new friends in the constabulary, neglecting her own studies for a time. </p><p></p><p>Finally she quietly moved out on her own, and with the encouragement of her new acquaintances, she began to study the material needed to become a constable. Her quick mind and well-honed curiosity served her quite well, and her magical training gave her some advantage- not many constables pursued such studies. She completed her training rather quickly, and her exceptional abilities earned her a plum assignment for her probationary assignment- the peaceful and staid 2nd Ward. After a six-month stint there, Thea was almost unbelievably bored. Her social skills had been honed as finely as her magical gifts, and she had found enough time and money to take classes in dozens of subjects, but her actual day-to-day work was just so dull. After talking with some of her acquaintances in other wards, she put in for a transfer to the 14th ward. There was plenty of excitement there, she was assured, and there was no better magistrate to work for than Ignatious Ironshirt… [/sblock] </p><p></p><p></p><p></p><p>Game stats:</p><p></p><p>STR 8 (-1) (0 pts)</p><p>DEX 14 (+2) (6 pts)</p><p>CON 12 (+1) (4 pts)</p><p>INT 17 (+3) (10 pts, +1 at level 4)</p><p>WIS 14 (+2) (6 pts)</p><p>CHA 14 (+2) (6 pts)</p><p>((32 total))</p><p></p><p>Beguiler 5/Sorceror 1 (B/S/B/B/B/B)</p><p>XP: 18290 (3/10/09)</p><p></p><p>Saves:</p><p>Fortitude: +2 (0+1 base +1 CON)</p><p>Reflex: +3 (0+1 base +2 DEX)</p><p>Will: +8 (2+4 base +2 WIS)</p><p></p><p>Initiative: +2 (DEX)</p><p>AC: 12 (touch 12, Flat-footed 10; DEX +2); (with Mage Armor 16/t16/ff14)</p><p>Hit points: 26 (6/2/3/2/3/4 +6 CON)</p><p>BAB: +2 (melee +1, missile +4)</p><p>Base speed: 30 feet</p><p></p><p>Feats: </p><p>1. Jack of all trades (1st level)</p><p>2. Eschew materials (racial bonus)</p><p>3. Spell focus- Enchantment (3rd level)</p><p>4. Deceitful (campaign bonus)</p><p>5. Silent spell (Beguiler 5 bonus)</p><p>6. Unsettling enchantment (6th level)</p><p></p><p></p><p>Skills (level/skill//points/rank/+att/+other) </p><p>+11/Bluff//9/9/CHA +2</p><p>+10/Concentration//9/9/CON +1 </p><p>+8/Diplomacy//2/2/CHA +2/synergy +2+2</p><p>+8/Disguise//4/4/CHA +2/feat +2(synergy +2 to act “in character”)</p><p>+5/Forgery//0/0/INT +3/feat +2 (usually to detect forgeries)</p><p>+11/Gather information//7/7/CHA +2/synergy +2</p><p>+5/Intimidate//2cc/1/CHA +2/synergy +2</p><p>+12/Knowledge- arcane//9/9/INT +3</p><p>+4/Knowledge-dungeoneering//1/1/INT +3 (bonus from GMs)</p><p>+12/Knowledge- local//9/9/INT +3 (includes 2 bonus ranks)</p><p>+4/Listen//2/2/WIS +2</p><p>+7/Profession- constable//5/5/WIS +2 (includes 4 bonus ranks)</p><p>+12/Search//9/9/INT +3/(+5= +15 total if using Goggles)</p><p>+10/Sense motive//8/8/WIS +2</p><p>(4)/Speak language//4/4</p><p>+12/Spellcraft//7/7/INT +3/synergy +2</p><p>+4/Spot//2/2/WIS +2</p><p>+6/Use magical device//4/4/CHA +2</p><p></p><p>Note: can use any skills untrained (even those that normally require training); she prefers Knowledge, Profession, Open locks, Disable device, and Sleight of hand.</p><p></p><p>Languages: Common, Sylvanoptera, Elvish (sylvan), Elvish (mountain), Draconic, Orcish, Dwarvish, Goblin</p><p></p><p>Racial abilities: </p><p>-bonus feat at level 1</p><p>-+1 skill point per level (+4 at level 1)</p><p>-favored class: any </p><p></p><p>Class abilities: </p><p>1. (Beguiler) Armored mage (light)</p><p>2. (Beguiler) Trapfinding (as Rogue ability)</p><p>3. (Beguiler) Cloaked casting: +1 to save DC (if applicable)</p><p>4. (Beguiler) Surprise casting: Bluff-based feint for spell use</p><p>5. (Beguiler) Advanced learning: Distract (level 1, Spell Compendium)</p><p>6. (Sorceror) Call familiar (no familiar called, and not likely to do so)</p><p></p><p>Spells available per day: </p><p>Beguiler 0: 6 (DC 13/enchantment 14)</p><p>Beguiler 1: 7 (DC 14/enchantment 15)X</p><p>Beguiler 2: 5 (DC 15/enchantment 16)X</p><p>Sorceror 0: 5 (DC 12)</p><p>Sorceror 1: 4 (DC 13)X</p><p></p><p>Sorceror spells known: </p><p>4x level 0; Light, Mage Hand, Mending, Prestidigitation, </p><p>2x level 1; Endure Elements, Feather Fall, </p><p></p><p>Equipment:</p><p><span style="color: Blue">*items in blue are worn on day-to day basis</span>, <span style="color: Magenta">items typically in Haversack</span>, others are stored in locker or home</p><p></p><p>-<span style="color: Blue">bronze badge (0 gp)</span></p><p>-Health plan (1 year prepaid; 1060 gp)</p><p>-Lifestyle (Primo MC; 6 months prepaid; 600 gp)</p><p>-LCA associate membership (1 year dues paid; 175 gp)</p><p>-personal library (nothing too exotic; in apartment; 100 gp)</p><p>-<span style="color: Blue">uniform surcoat </span>(issued, 0 gp)</p><p>-spare uniforms (x3, 3 gp; 1 at home, <span style="color: Magenta">1 in haversack</span>, 1 in locker)</p><p>-dress uniform (5 gp; in locker at HQ)</p><p>-courtiers outfit (30 gp, at home)</p><p>-explorers outfit (x2, 20 gp; <span style="color: Magenta">1 in haversack,</span> 1 at home)</p><p>-scholars outfit (x5, 25 gp; <span style="color: Magenta">1 in haversack</span>, 4 at home)</p><p>-<span style="color: Blue">travelers outfit</span> (x5, 5 gp; 1 worn, <span style="color: Magenta">1 in haversack,</span> 1 in locker, 2 at home)</p><p><span style="color: Blue">-smoked glass spectacles (2 pair, 10 gp; 1 worn, <span style="color: Magenta">1 in haversack</span>)</span></p><p><span style="color: Blue">-belt pouch (1 gp)</span></p><p><span style="color: Blue">-<u>Heward’s handy haversack (2000 gp)</u></span></p><p><span style="color: Blue"><u>-Hat of disguise (1800 gp)</u></span><u></u></p><p><u>-<span style="color: Magenta">Goggles of minute seeing (1250 gp)</span></u></p><p><u><span style="color: Magenta">-Wand of Magic Missile (CL 1, 45 charges; 750 gp) </span></u><span style="color: Magenta"></span></p><p><span style="color: Magenta">-MW thieves tools (100 gp)</span></p><p>-<span style="color: Blue">truncheon (0gp; standard issue, +2/1d4+0)</span></p><p><span style="color: Blue">-dagger (x2; 4 gp)</span></p><p>-<span style="color: Magenta">potion of Cure Light Wounds</span> (CL 1, x4; 200gp)</p><p>-Wand of Burning Hands (CL 1, 50 charges; 750 gp- from loot)</p><p>-</p><p>-light crossbow (in locker at HQ)</p><p>-39 bolts (in locker at HQ)</p><p><span style="color: Magenta">-thunderstone (x2, 60 gp)</span></p><p><span style="color: Magenta">-acid flask (x1)</span></p><p><span style="color: Magenta"><span style="color: Blue">-wooden holy symbol (of Barcarus</span>, x2, 2 gp; 1 worn, 1 at home)</span></p><p><span style="color: Magenta">-"artisan's tools" (scribe's kit, 5 gp; writing board, inkwell, etc.)</span></p><p><span style="color: Magenta">-ink (2 vials, black, 16 gp)</span></p><p><span style="color: Magenta">-inkpen (x4, 4 sp)</span></p><p><span style="color: Magenta">-paper (x20, 80 sp)</span></p><p><span style="color: Magenta">-scroll/map case (x4, 4 gp)</span></p><p><span style="color: Magenta">-"artisan's tools" (grooming kit, 5 gp; soap, towel, comb/hairbrush, etc.)</span></p><p><span style="color: Magenta">-"artisan's tools" (personal mess kit/utensils, 5 gp; knife, fork, spoon, plates, etc.)</span></p><p><span style="color: Magenta">-waterskin (1 gp)</span></p><p><span style="color: Magenta">-mirror (small, steel, 10 gp)</span></p><p><span style="color: Magenta">-trail rations (4 days, 20 sp)</span></p><p><span style="color: Blue">-flint and steel (1 gp)</span></p><p><span style="color: Blue">-chalk (x10, 1 sp; various colors)</span></p><p><span style="color: Magenta">-manacles (2 sets, 30 gp)</span></p><p><span style="color: Magenta">-sack (x4, 4 sp)</span></p><p>-<span style="color: Blue">signal whistle (8 sp)</span></p><p>Sunrods x5</p><p>-</p><p><span style="color: Magenta">+100 gp, 20cp in haversack</span></p><p>+12 gp, 10 sp, 10 cp cash on hand</p><p>+15 gp, 50 sp hidden in locker at HQ</p><p>+470 gp at home (stashed)</p><p>+326 gp, 3 sp, 4 cp (Loot)</p></blockquote><p></p>
[QUOTE="pathfinderq1, post: 3613625, member: 48394"] Name: Thea (Amalthea Varangiar) Race: Human Class/level: Beguiler 5/Sorceror 1 Alignment: CG [U]Description:[/U] Thea (who hasn’t answered to or even heard her full name in years) is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just about 100 pounds. She has long wavy dark hair- a fall of soft black tresses that she typically wears unbound when off duty, and ties into a single no-nonsense braid when in uniform. She has a very pale, almost luminous complexion and big green eyes- she has a wholesome, innocent look to her, which conceals a sharp mind and nerves of steel. While on duty, she tends to dress in simple, almost severe garb- typically plain trousers, knee-length soft boots, and a high-collared coat of dark fabric- with her uniform surcoat (and possibly a deep-hooded cloak, depending on the weather) over her basic clothes. She also wears soft black gloves, and spectacles of smoke-tinted glass, and she is usually quite fastidious about keeping her uniform clean and neat. Besides her standard issue truncheon, she never wears a visible weapon other than a plain dagger- in general she disdains physical armaments anyway. Off-duty, she prefers to dress in loose, comfortable clothing- most often the soft shapeless robes of a scholar or wizard; when on her own time, she also almost always has a book in her hand. On rare occasion she will wear fancier or more formal garb- in such cases she usually opts for bright colored and stylish outfits. [U]Personality:[/U] Thea’s personality has two very distinct sides- on her own time she is quite different than when she is on duty. In both cases, though, she is very intelligent and inquisitive- she enjoys learning new things and solving intellectual challenges. Off-duty, she generally takes a fairly relaxed approach to her pursuit of knowledge- she reads a great deal, and sometimes indulges in classes or training when the opportunity arises. On duty, though, she is much more intensely focused. No detail or tangent escapes her attention, and she pursues each puzzle or assignment as fiercely as a terrier goes after a rat. While on official business, she tries to maintain a serious visage, and a somber attitude- she just wants the facts. And once she has those facts, she is remorseless in putting them together. While she keeps this sober façade in most situations, she can put it aside if the investigation calls for a less intense look- her social skills are exceptional, and she is able to assess and adapt to different types of interaction with uncanny ability. Coupled with her mundane and magical abilities, such gifts could lead to an exceptional career in the constabulary- or to an early grave… [U]History:[/U][sblock] Both of Thea’s parents were affiliated with the Lauralie Conjurers Academy, and she was born and (for the most part) raised in the 15th Ward. Her mother Cassiana was part of the Academy’s faculty, while her father Deslin was a private guard at the school. From her earliest years, Thea demonstrated a keen intelligence, insatiable curiosity, and an instinctive grasp of magic. Both of her parents doted upon their only daughter, though even they sometimes teasingly called her their “little gnome” for her small size and fascination with magic. Thea was small and rather sickly as a child- while most children her age were playing haphazard games of Keepstorm, she was usually reading. It was assumed that she would follow her mother into the formal study of the arcane arts. But while she was obviously magically talented, her easily distracted nature was not well suited to the formal study of wizardry- there were just to many other interesting things to learn… While her father was not an actual constable, many of his friends were, and Thea loved to listen to their stories. She was also quite impressed by the camaraderie that the constables shared- the “brotherhood of the badge”. She was rather lonely as a child, and the friendship that the members of the constabulary, both formal and informal, shared with one another, regardless of racial or cultural gaps, struck a deep chord within her- though she would never admit it aloud. Her parents were less than thrilled about letting her pursue such a career, and they tried to dissuade her- they even went to the great expense of hiring a mountain elf to teach her the basics of sorcery. By her mid-teens, she was well on her way to a successful (albeit dull) arcane career- but all of that was swept aside by a single horrific incident. On that fateful day, her father was killed on the job after a particularly vicious creature escaped from a Magical Biology lecture. One of Professor Unterbrogen’s senior teaching assistants had botched a summoning spell, and the resulting beast attacked a class of young apprentices. While Thea’s father was killed, his heroic actions bought enough time for the other faculty to deal with the creature. And while Deslin Varangiar had not been an official constable, many of the city’s law enforcement turned out for his funeral, honoring his deeds and spirit- and they were both kind and considerate to his wife and daughter. Thea took full advantage of their support, as a drowning woman might seize a life preserver. Her mother, meanwhile, turned away from such mundane concerns, seeking solace in her arcane studies and spending more and more time in her research, to the point where she hardly noticed whether her daughter was around at all… Thea spent more of her own time with new friends in the constabulary, neglecting her own studies for a time. Finally she quietly moved out on her own, and with the encouragement of her new acquaintances, she began to study the material needed to become a constable. Her quick mind and well-honed curiosity served her quite well, and her magical training gave her some advantage- not many constables pursued such studies. She completed her training rather quickly, and her exceptional abilities earned her a plum assignment for her probationary assignment- the peaceful and staid 2nd Ward. After a six-month stint there, Thea was almost unbelievably bored. Her social skills had been honed as finely as her magical gifts, and she had found enough time and money to take classes in dozens of subjects, but her actual day-to-day work was just so dull. After talking with some of her acquaintances in other wards, she put in for a transfer to the 14th ward. There was plenty of excitement there, she was assured, and there was no better magistrate to work for than Ignatious Ironshirt… [/sblock] Game stats: STR 8 (-1) (0 pts) DEX 14 (+2) (6 pts) CON 12 (+1) (4 pts) INT 17 (+3) (10 pts, +1 at level 4) WIS 14 (+2) (6 pts) CHA 14 (+2) (6 pts) ((32 total)) Beguiler 5/Sorceror 1 (B/S/B/B/B/B) XP: 18290 (3/10/09) Saves: Fortitude: +2 (0+1 base +1 CON) Reflex: +3 (0+1 base +2 DEX) Will: +8 (2+4 base +2 WIS) Initiative: +2 (DEX) AC: 12 (touch 12, Flat-footed 10; DEX +2); (with Mage Armor 16/t16/ff14) Hit points: 26 (6/2/3/2/3/4 +6 CON) BAB: +2 (melee +1, missile +4) Base speed: 30 feet Feats: 1. Jack of all trades (1st level) 2. Eschew materials (racial bonus) 3. Spell focus- Enchantment (3rd level) 4. Deceitful (campaign bonus) 5. Silent spell (Beguiler 5 bonus) 6. Unsettling enchantment (6th level) Skills (level/skill//points/rank/+att/+other) +11/Bluff//9/9/CHA +2 +10/Concentration//9/9/CON +1 +8/Diplomacy//2/2/CHA +2/synergy +2+2 +8/Disguise//4/4/CHA +2/feat +2(synergy +2 to act “in character”) +5/Forgery//0/0/INT +3/feat +2 (usually to detect forgeries) +11/Gather information//7/7/CHA +2/synergy +2 +5/Intimidate//2cc/1/CHA +2/synergy +2 +12/Knowledge- arcane//9/9/INT +3 +4/Knowledge-dungeoneering//1/1/INT +3 (bonus from GMs) +12/Knowledge- local//9/9/INT +3 (includes 2 bonus ranks) +4/Listen//2/2/WIS +2 +7/Profession- constable//5/5/WIS +2 (includes 4 bonus ranks) +12/Search//9/9/INT +3/(+5= +15 total if using Goggles) +10/Sense motive//8/8/WIS +2 (4)/Speak language//4/4 +12/Spellcraft//7/7/INT +3/synergy +2 +4/Spot//2/2/WIS +2 +6/Use magical device//4/4/CHA +2 Note: can use any skills untrained (even those that normally require training); she prefers Knowledge, Profession, Open locks, Disable device, and Sleight of hand. Languages: Common, Sylvanoptera, Elvish (sylvan), Elvish (mountain), Draconic, Orcish, Dwarvish, Goblin Racial abilities: -bonus feat at level 1 -+1 skill point per level (+4 at level 1) -favored class: any Class abilities: 1. (Beguiler) Armored mage (light) 2. (Beguiler) Trapfinding (as Rogue ability) 3. (Beguiler) Cloaked casting: +1 to save DC (if applicable) 4. (Beguiler) Surprise casting: Bluff-based feint for spell use 5. (Beguiler) Advanced learning: Distract (level 1, Spell Compendium) 6. (Sorceror) Call familiar (no familiar called, and not likely to do so) Spells available per day: Beguiler 0: 6 (DC 13/enchantment 14) Beguiler 1: 7 (DC 14/enchantment 15)X Beguiler 2: 5 (DC 15/enchantment 16)X Sorceror 0: 5 (DC 12) Sorceror 1: 4 (DC 13)X Sorceror spells known: 4x level 0; Light, Mage Hand, Mending, Prestidigitation, 2x level 1; Endure Elements, Feather Fall, Equipment: [COLOR=Blue]*items in blue are worn on day-to day basis[/COLOR], [COLOR=Magenta]items typically in Haversack[/COLOR], others are stored in locker or home -[COLOR=Blue]bronze badge (0 gp)[/COLOR] -Health plan (1 year prepaid; 1060 gp) -Lifestyle (Primo MC; 6 months prepaid; 600 gp) -LCA associate membership (1 year dues paid; 175 gp) -personal library (nothing too exotic; in apartment; 100 gp) -[COLOR=Blue]uniform surcoat [/COLOR](issued, 0 gp) -spare uniforms (x3, 3 gp; 1 at home, [COLOR=Magenta]1 in haversack[/COLOR], 1 in locker) -dress uniform (5 gp; in locker at HQ) -courtiers outfit (30 gp, at home) -explorers outfit (x2, 20 gp; [COLOR=Magenta]1 in haversack,[/COLOR] 1 at home) -scholars outfit (x5, 25 gp; [COLOR=Magenta]1 in haversack[/COLOR], 4 at home) -[COLOR=Blue]travelers outfit[/COLOR] (x5, 5 gp; 1 worn, [COLOR=Magenta]1 in haversack,[/COLOR] 1 in locker, 2 at home) [COLOR=Blue]-smoked glass spectacles (2 pair, 10 gp; 1 worn, [COLOR=Magenta]1 in haversack[/COLOR]) -belt pouch (1 gp) -[U]Heward’s handy haversack (2000 gp) -Hat of disguise (1800 gp)[/U][/COLOR][U] -[COLOR=Magenta]Goggles of minute seeing (1250 gp) -Wand of Magic Missile (CL 1, 45 charges; 750 gp) [/COLOR][/U][COLOR=Magenta] -MW thieves tools (100 gp)[/COLOR] -[COLOR=Blue]truncheon (0gp; standard issue, +2/1d4+0) -dagger (x2; 4 gp)[/COLOR] -[COLOR=Magenta]potion of Cure Light Wounds[/COLOR] (CL 1, x4; 200gp) -Wand of Burning Hands (CL 1, 50 charges; 750 gp- from loot) - -light crossbow (in locker at HQ) -39 bolts (in locker at HQ) [COLOR=Magenta]-thunderstone (x2, 60 gp) -acid flask (x1) [COLOR=Blue]-wooden holy symbol (of Barcarus[/COLOR], x2, 2 gp; 1 worn, 1 at home) -"artisan's tools" (scribe's kit, 5 gp; writing board, inkwell, etc.) -ink (2 vials, black, 16 gp) -inkpen (x4, 4 sp) -paper (x20, 80 sp) -scroll/map case (x4, 4 gp) -"artisan's tools" (grooming kit, 5 gp; soap, towel, comb/hairbrush, etc.) -"artisan's tools" (personal mess kit/utensils, 5 gp; knife, fork, spoon, plates, etc.) -waterskin (1 gp) -mirror (small, steel, 10 gp) -trail rations (4 days, 20 sp)[/COLOR] [COLOR=Blue]-flint and steel (1 gp) -chalk (x10, 1 sp; various colors)[/COLOR] [COLOR=Magenta]-manacles (2 sets, 30 gp) -sack (x4, 4 sp)[/COLOR] -[COLOR=Blue]signal whistle (8 sp)[/COLOR] Sunrods x5 - [COLOR=Magenta]+100 gp, 20cp in haversack[/COLOR] +12 gp, 10 sp, 10 cp cash on hand +15 gp, 50 sp hidden in locker at HQ +470 gp at home (stashed) +326 gp, 3 sp, 4 cp (Loot) [/QUOTE]
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