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The Sands of Solaris - OOC (Closed)
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<blockquote data-quote="Thomas Hobbes" data-source="post: 1317001" data-attributes="member: 8623"><p>OK, here he is. I plan to edit the bio minorly. Also, how are we doin' languages? I just guessed, really....</p><p></p><p>Tarim</p><p>Male Human Rogue 1</p><p>Strength 12 (+1)</p><p>Dexterity 12 (+1)</p><p>Constitution 12 (+1)</p><p>Intelligence 12 (+1)</p><p>Wisdom 8 (-1)</p><p>Charisma 14 (+2)</p><p></p><p>Initiative: +5 (+1 dexterity, +4 improved initiative)</p><p>Hit points: 1d6+1= 7</p><p>AC: 13 (+1 dexterity, +2 leather armor), Touch 11, Flat Footed 12</p><p></p><p>Saves:</p><p>Fortitude +1 (+1 constitution, +0 base)</p><p>Reflex +3 (+1 dexterity, +2 base)</p><p>Will -1 (-1 wisdom, +0 base)</p><p></p><p>Base attack bonus: +0</p><p>Grapple Bonus: +1</p><p>Melee attack: +1</p><p>Ranged attack: +1</p><p></p><p>Scimitar +3 melee (1d6+1, 18-20/x2)</p><p></p><p>Skills:</p><p>Bluff +8 (4 ranks, +2 charisma, +2 persuasive)</p><p>Climb +4 (3 ranks, +1 strength)</p><p>Craft: Tailor +2 (1 rank, +1 intelligence)</p><p>Diplomacy +6 (4 ranks, +2 charisma)</p><p>Gather Information +6 (4 ranks, +2 charisma)</p><p>Hide +5 (4 ranks, +1 dexterity)</p><p>Intimidate +8 (4 ranks, +2 charisma, +2 persuasive)</p><p>Move Silently +5 (4 ranks, +1 dexterity)</p><p>Open Locks +5 (4 ranks, +1 dexterity)</p><p>Sleight of Hand +5 (4 ranks, +1 dexterity)</p><p>Tumble +5 (4 ranks, +1 dexterity)</p><p></p><p>Languages: Local, Trade, Ignan</p><p></p><p>Feats: Improved Initiative, Persuasive</p><p></p><p>Equipment: Explorer’s outfit, Camel*, bit and bridle, saddle, saddlebags, backpack, bedroll, piece of chalk, flint and steel, leather armor, grappling hook, small steel mirror, two belt pouches, twenty five feet of hemp rope, cloth sack, scimitar, shortbow, 20 arrows, thieves’ tools, 2 torches, 2 candles, whetstone, needle & thread</p><p></p><p>*Camel’s not priced. A horse is more useful in combat, and costs 75 gp; I believe that the Arms and Equipment guide pegs a camel at 60 gp. Also, although I don’t think a camel uses a conventional saddle, etc., I just paid for the standard gear on the assumption that whatever they do use will cost the same. Your call.</p><p></p><p>Money left: 79 gp, 7 sp, 3 cp (some of which will be spent on food, water, and camel)</p><p></p><p>Special abilities: Sneak Attack +1d6, Trapfinding, Light Armor Proficiency, Rogue Weapon Proficiencies.*</p><p></p><p>*Switched out rapier for scimitar. I’m assuming this is OK. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Thomas Hobbes, post: 1317001, member: 8623"] OK, here he is. I plan to edit the bio minorly. Also, how are we doin' languages? I just guessed, really.... Tarim Male Human Rogue 1 Strength 12 (+1) Dexterity 12 (+1) Constitution 12 (+1) Intelligence 12 (+1) Wisdom 8 (-1) Charisma 14 (+2) Initiative: +5 (+1 dexterity, +4 improved initiative) Hit points: 1d6+1= 7 AC: 13 (+1 dexterity, +2 leather armor), Touch 11, Flat Footed 12 Saves: Fortitude +1 (+1 constitution, +0 base) Reflex +3 (+1 dexterity, +2 base) Will -1 (-1 wisdom, +0 base) Base attack bonus: +0 Grapple Bonus: +1 Melee attack: +1 Ranged attack: +1 Scimitar +3 melee (1d6+1, 18-20/x2) Skills: Bluff +8 (4 ranks, +2 charisma, +2 persuasive) Climb +4 (3 ranks, +1 strength) Craft: Tailor +2 (1 rank, +1 intelligence) Diplomacy +6 (4 ranks, +2 charisma) Gather Information +6 (4 ranks, +2 charisma) Hide +5 (4 ranks, +1 dexterity) Intimidate +8 (4 ranks, +2 charisma, +2 persuasive) Move Silently +5 (4 ranks, +1 dexterity) Open Locks +5 (4 ranks, +1 dexterity) Sleight of Hand +5 (4 ranks, +1 dexterity) Tumble +5 (4 ranks, +1 dexterity) Languages: Local, Trade, Ignan Feats: Improved Initiative, Persuasive Equipment: Explorer’s outfit, Camel*, bit and bridle, saddle, saddlebags, backpack, bedroll, piece of chalk, flint and steel, leather armor, grappling hook, small steel mirror, two belt pouches, twenty five feet of hemp rope, cloth sack, scimitar, shortbow, 20 arrows, thieves’ tools, 2 torches, 2 candles, whetstone, needle & thread *Camel’s not priced. A horse is more useful in combat, and costs 75 gp; I believe that the Arms and Equipment guide pegs a camel at 60 gp. Also, although I don’t think a camel uses a conventional saddle, etc., I just paid for the standard gear on the assumption that whatever they do use will cost the same. Your call. Money left: 79 gp, 7 sp, 3 cp (some of which will be spent on food, water, and camel) Special abilities: Sneak Attack +1d6, Trapfinding, Light Armor Proficiency, Rogue Weapon Proficiencies.* *Switched out rapier for scimitar. I’m assuming this is OK. :) [/QUOTE]
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