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Tales of the Grey Coast RG
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<blockquote data-quote="kinem" data-source="post: 3833761" data-attributes="member: 24234"><p><strong>Herb Vintner</strong></p><p></p><p>[sblock=Herb Vintner]Herb is a thief and con man. He's not native to Greyport, having fled there after getting into a little 'misunderstanding' with the law in his home town of Cotton. He's worked as a bartender, a juggler, a member of the city watch, a scribe, and even as a school teacher. He likes the thrill of 'the game' as well as making money 'the easy way' even if 'the honest way' might seem easier.</p><p></p><p>He does not favor open armed robbery, but rather use of stealth or deception so that the victim does not know who robbed him. He also prefers to rob from those who he rationalizes to be less deserving than he is.</p><p></p><p>He realizes the power of magic and has studied some of the theories about it, and has resolved to become a wizard. (Would advance as a wizard, going for arcane trickster.)</p><p></p><p>He is about 5’9” tall, with brown hair and brown eyes, and 25 years old. His looks generally don’t stand out, which helps him disguise himself when he wants to.[/sblock]</p><p></p><p>[sblock=stats]Herb Vintner, male human rogue 3, CN</p><p></p><p>4500 XP</p><p></p><p>Str 12 (4) (+1)</p><p>Dex 15 (8) (+2)</p><p>Con 12 (4) (+1)</p><p>Int 16 (10) (+3)</p><p>Wis 10 (2) (+0)</p><p>Cha 12 (4) (+1)</p><p></p><p>HD 3d6+3, hp 17; saves Fort +2, Reflex +5, Will +1; move 30’; init +6</p><p>Unarmored: AC 12, touch 12, ff 10</p><p>Armored for sneaking: AC 16 (+2 dex, +3 armor, +1 shield), touch 12, ff 13</p><p>Armored for battle: AC 17 (+2 dex, +4 armor, +1 shield), touch 12, ff 14</p><p>BAB +2, grapple +3</p><p></p><p>Attacks:</p><p>Sap +4 melee (1d6+1 nonlethal) (always carried)</p><p></p><p>Shortbow +5 ranged (1d6+1, range inc 70) or +3/+3 w/rapid shot; +1 att/dam within 30’</p><p>Morningstar +4 melee (1d8+1)</p><p></p><p>Class abilities:</p><p>Sneak attack +2d6, evasion, trapfinding, trap sense +1</p><p></p><p>Feats: Improved Initiative, Point Blank Shot, Rapid Shot</p><p>The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).</p><p></p><p>Skills (12 x 6 pts) (ranks/total): (* = -1 ACP when wearing chain shirt)</p><p>Appraise 0/3 (+2 magnifier, +2 scale), bluff 6/7, decipher script 3/6, diplomacy 6/7, disable device 6/9, disguise 6/7 (9 w/kit, +2 to act in character), escape artist* 6/8, gather information 6/7, hide* 6/8, move silently* 6/8, open lock 6/10, perform 3/4, search 6/9 (14 w/googles), sleight of hand* 6/10, spot 0/0, listen 0/0, use rope 0/2, climb* 0/1 (3 w/kit), swim** 0/1</p><p></p><p>Carrying capacity (lt/med/max): 43/86/130 lbs</p><p></p><p>5400 gp value (max 1350/item)</p><p>Equipment:</p><p>Goggles of minute seeing (+5 search vs. traps, etc.) 1250 *</p><p>Boots of landing (psionic) 1000 1 lb.*</p><p>Potion of invisibility (x2) 600 *</p><p>MW composite (+1 strength) shortbow 450 2 lb</p><p>Arrows (40) 2 6 lb</p><p>MW sap 301 2 lb*</p><p>MW morningstar 308 6 lb</p><p>MW chain shirt 250 25 lb</p><p>MW studded leather 175 20 lb</p><p>MW buckler 165 5 lb</p><p>MW thieves’ tools 100 2 lb*</p><p>Disguise kit 50 8 lb</p><p>Climber’s kit 80 5 lb</p><p>MW manacles w/good lock 130 3 lb*</p><p>Lantern, bull’s-eye 12 3 lb</p><p>Oil, 10 pints 1 10 lb</p><p>Spellbook, wizard’s (blank) 15 3 lb</p><p>Scale, merchant’s 2 1 lb</p><p>Magnifying glass 100 -*</p><p>Antitoxin, 2 vials 100 -*</p><p>Paper (10 sheets) & ink 12 -</p><p>Rope, 50’ silk 10 5 lb</p><p>Backpack 2 2 lb</p><p>Mirror, small steel 10 0.5 lb*</p><p>Tanglefoot bag 50 4 lb</p><p>Caltrops, 5 bags 5 10 lb</p><p>Outfits: scholar, entertainer, </p><p>courtier’s (w/jewelry), traveler 89 6,4,6,5 lb</p><p></p><p>Total 5094</p><p>115 gp, 16* gp 5400</p><p>* = typically carried when strolling around the city[/sblock]</p></blockquote><p></p>
[QUOTE="kinem, post: 3833761, member: 24234"] [b]Herb Vintner[/b] [sblock=Herb Vintner]Herb is a thief and con man. He's not native to Greyport, having fled there after getting into a little 'misunderstanding' with the law in his home town of Cotton. He's worked as a bartender, a juggler, a member of the city watch, a scribe, and even as a school teacher. He likes the thrill of 'the game' as well as making money 'the easy way' even if 'the honest way' might seem easier. He does not favor open armed robbery, but rather use of stealth or deception so that the victim does not know who robbed him. He also prefers to rob from those who he rationalizes to be less deserving than he is. He realizes the power of magic and has studied some of the theories about it, and has resolved to become a wizard. (Would advance as a wizard, going for arcane trickster.) He is about 5’9” tall, with brown hair and brown eyes, and 25 years old. His looks generally don’t stand out, which helps him disguise himself when he wants to.[/sblock] [sblock=stats]Herb Vintner, male human rogue 3, CN 4500 XP Str 12 (4) (+1) Dex 15 (8) (+2) Con 12 (4) (+1) Int 16 (10) (+3) Wis 10 (2) (+0) Cha 12 (4) (+1) HD 3d6+3, hp 17; saves Fort +2, Reflex +5, Will +1; move 30’; init +6 Unarmored: AC 12, touch 12, ff 10 Armored for sneaking: AC 16 (+2 dex, +3 armor, +1 shield), touch 12, ff 13 Armored for battle: AC 17 (+2 dex, +4 armor, +1 shield), touch 12, ff 14 BAB +2, grapple +3 Attacks: Sap +4 melee (1d6+1 nonlethal) (always carried) Shortbow +5 ranged (1d6+1, range inc 70) or +3/+3 w/rapid shot; +1 att/dam within 30’ Morningstar +4 melee (1d8+1) Class abilities: Sneak attack +2d6, evasion, trapfinding, trap sense +1 Feats: Improved Initiative, Point Blank Shot, Rapid Shot The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skills (12 x 6 pts) (ranks/total): (* = -1 ACP when wearing chain shirt) Appraise 0/3 (+2 magnifier, +2 scale), bluff 6/7, decipher script 3/6, diplomacy 6/7, disable device 6/9, disguise 6/7 (9 w/kit, +2 to act in character), escape artist* 6/8, gather information 6/7, hide* 6/8, move silently* 6/8, open lock 6/10, perform 3/4, search 6/9 (14 w/googles), sleight of hand* 6/10, spot 0/0, listen 0/0, use rope 0/2, climb* 0/1 (3 w/kit), swim** 0/1 Carrying capacity (lt/med/max): 43/86/130 lbs 5400 gp value (max 1350/item) Equipment: Goggles of minute seeing (+5 search vs. traps, etc.) 1250 * Boots of landing (psionic) 1000 1 lb.* Potion of invisibility (x2) 600 * MW composite (+1 strength) shortbow 450 2 lb Arrows (40) 2 6 lb MW sap 301 2 lb* MW morningstar 308 6 lb MW chain shirt 250 25 lb MW studded leather 175 20 lb MW buckler 165 5 lb MW thieves’ tools 100 2 lb* Disguise kit 50 8 lb Climber’s kit 80 5 lb MW manacles w/good lock 130 3 lb* Lantern, bull’s-eye 12 3 lb Oil, 10 pints 1 10 lb Spellbook, wizard’s (blank) 15 3 lb Scale, merchant’s 2 1 lb Magnifying glass 100 -* Antitoxin, 2 vials 100 -* Paper (10 sheets) & ink 12 - Rope, 50’ silk 10 5 lb Backpack 2 2 lb Mirror, small steel 10 0.5 lb* Tanglefoot bag 50 4 lb Caltrops, 5 bags 5 10 lb Outfits: scholar, entertainer, courtier’s (w/jewelry), traveler 89 6,4,6,5 lb Total 5094 115 gp, 16* gp 5400 * = typically carried when strolling around the city[/sblock] [/QUOTE]
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