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Thrane strike force. RAIDERS OF AUNDAIR STAY OUT
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<blockquote data-quote="Scurry" data-source="post: 3889015" data-attributes="member: 56641"><p>Since it looks like the current crop of candidates is short on skill monkeys, here's a rogue (with a bit of cleric thrown in for that unmistakable Thrane flavor) that I whipped up to detox from my EECS exams. </p><p></p><p>[sblock=Extremely Junior Inquisitor Alestair Sarhain]Male Human Rogue 3/Fighter 1/Cleric 1</p><p>Alignment: LG (unless poison use conflicts with that in whatever interpretation of the alignment system DrZ favors)</p><p>Height: 5' 8''</p><p>Weight: 150lb</p><p>Hair: Red</p><p>Eyes: Blue</p><p>Skin: Sunburnt</p><p>Age: 27</p><p>XP: 11,500</p><p>Deity: Silver Flame (like you had to ask)</p><p></p><p>Str: 12 (+0) [3 points, +1 item]</p><p>Dex: 20 (+2) [13 points, +2 item]</p><p>Con: 14 (+2) [6 points]</p><p>Int: 12 (+5) [4 points]</p><p>Wis: 14 (+0) [6 points]</p><p>Cha: 8 (-1) [0 points]</p><p></p><p>Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first</p><p></p><p>Class Abilities: Sneak Attack 2d6, Trapfinding, Evasion, Trap sense +1; Bonus Fighter Feat; Spellcasting, Protection Domain, Law Devotion*, Turn Undead (3x/day)</p><p></p><p>Hit Dice: 3d6+1d8+1d10+10</p><p>HP: </p><p>AC: 21 (10 +5 Dex +5 armor +1 shield**), 23 w/ Shield of Faith (+2 def), 25 w/Protection Devotion Activated (+2 sacred), 26 w/Law Devotion applied to AC (+3 sacred)</p><p>Init: +5</p><p>Speed: 30ft</p><p></p><p>Saves:</p><p>Fortitude +7 [+5 base, +2 Con]</p><p>Reflex +8 [+3 base, +5 Dex]</p><p>Will +5 [+3 base, +2 Wis]</p><p></p><p>BAB/Grapple: +3/+3</p><p>Melee Atk: +9 (+13)to hit[+3 base +5 dex +1 mw (+3 w/ Law devo, +1 w/ Divine Favor)], 1d6+1+1fire+(2d6 sneak)+(poison)+(1 div fav) (shortswords)</p><p>Full Atk: +7/+7 (+11/+11) to hit (same mods as above -2 TWF), same damage as above for each attack</p><p>Ranged Atk: +8 (+12), light crossbow 1d8(+2d6 sneak +1 div fav)</p><p></p><p>Skills :</p><p>Hide +13 (8 ranks +5 dex)</p><p>Move Silently +13 (8 ranks +5 dex)</p><p>Tumble +14 (7 ranks +5 dex +2 syn(jump))</p><p>Search +9 (8 ranks +1 int)</p><p>Disable Device +6 (5 ranks +1 int)</p><p>Craft (poisonmaking) +10 (8 ranks +1 int +1 item)</p><p>Balance +11 (4 ranks +5 dex +2 synergy tumble)</p><p>Use Rope +7 (2 ranks +5 dex)</p><p>Jump +8 (5 ranks +1 str +2 synergy tumble)</p><p>Sense Motive +6 (4 ranks +2 wis)</p><p>Knowledge (Religion) +4 (3 ranks + 1 int) </p><p>Gather Information +3 (4 ranks -1 cha)</p><p>Skill Trick: Nimble Stand</p><p></p><p>Feats:</p><p>1st: Weapon Finesse</p><p>Human Bonus: TWF</p><p>Ftr 1 Bonus: TW Defense</p><p>3rd: Protection Devotion</p><p></p><p></p><p>Languages: Common, Celestial</p><p></p><p>Equipment:</p><p>+1 str item (belt) 1000 (assuming crafted by NMF)</p><p>+2 dex gloves 3000 (assuming crafted by NMF)</p><p>+1 Craft(poisonmaking) skill enhancement item (neck) 100</p><p>+1 mithril chain shirt 2100</p><p>2 MW shortswords 620</p><p>Fire assault crystal, least 600</p><p>Scroll of Divine Insight 150</p><p>n, where n< 4 doses purple worm poison (self crafted) 930</p><p>2 weapon capsule retainers 200</p><p>Scroll of Fly (crafted by NMF's guy) 187</p><p>Potion of Delay Poison 300</p><p></p><p>Money: ~80gp</p><p></p><p>Spells Prepared (3/2+[1]): </p><p>0th: C.Min, Guidance , Detect Magic</p><p>1st: Shield of Faith, Divine Favor, [Sanctuary] </p><p></p><p>*Using the Complete Champion option to forfeit access to a domain to get the corresponding domain devotion feat</p><p>**Two Weapon Defense, not actually a shield [/sblock]</p><p></p><p>Combat Strategery:</p><p>0. Activate devotions, buffs before contact w/ enemy, drink the delay poison potion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>1. Flank!</p><p>2. ???</p><p>3. Profit. (10% tithed, of course)</p><p></p><p>But seriously, folks:</p><p>Strength damage poison means geek the mage. Then the fighter if Al has any charges left.</p><p>The protection devotion is +2 ac to him and everyone in 30 feet, which synergizes nicely with the rogue's love of flanking. Assuming flight isn't immediately dispelled, he'll also be able to position quite well. Even if it is dispelled, he can't fail most tumble checks, I think.</p><p>He's also your man for non-magical scouting, and disarming the odd trap. Sanctuary is good if we have to call a strategic retreat.</p><p>Edit: Oh, and a pair of saps for trying to knock someone out. And he'll probably use a rapier in his main hand. (Edit edit: Duuh, longswords don't work with weapon finesse. God, I'm dumb when I'm tired.)</p><p></p><p>The poison is easily dropped if it's too cheesy.</p></blockquote><p></p>
[QUOTE="Scurry, post: 3889015, member: 56641"] Since it looks like the current crop of candidates is short on skill monkeys, here's a rogue (with a bit of cleric thrown in for that unmistakable Thrane flavor) that I whipped up to detox from my EECS exams. [sblock=Extremely Junior Inquisitor Alestair Sarhain]Male Human Rogue 3/Fighter 1/Cleric 1 Alignment: LG (unless poison use conflicts with that in whatever interpretation of the alignment system DrZ favors) Height: 5' 8'' Weight: 150lb Hair: Red Eyes: Blue Skin: Sunburnt Age: 27 XP: 11,500 Deity: Silver Flame (like you had to ask) Str: 12 (+0) [3 points, +1 item] Dex: 20 (+2) [13 points, +2 item] Con: 14 (+2) [6 points] Int: 12 (+5) [4 points] Wis: 14 (+0) [6 points] Cha: 8 (-1) [0 points] Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first Class Abilities: Sneak Attack 2d6, Trapfinding, Evasion, Trap sense +1; Bonus Fighter Feat; Spellcasting, Protection Domain, Law Devotion*, Turn Undead (3x/day) Hit Dice: 3d6+1d8+1d10+10 HP: AC: 21 (10 +5 Dex +5 armor +1 shield**), 23 w/ Shield of Faith (+2 def), 25 w/Protection Devotion Activated (+2 sacred), 26 w/Law Devotion applied to AC (+3 sacred) Init: +5 Speed: 30ft Saves: Fortitude +7 [+5 base, +2 Con] Reflex +8 [+3 base, +5 Dex] Will +5 [+3 base, +2 Wis] BAB/Grapple: +3/+3 Melee Atk: +9 (+13)to hit[+3 base +5 dex +1 mw (+3 w/ Law devo, +1 w/ Divine Favor)], 1d6+1+1fire+(2d6 sneak)+(poison)+(1 div fav) (shortswords) Full Atk: +7/+7 (+11/+11) to hit (same mods as above -2 TWF), same damage as above for each attack Ranged Atk: +8 (+12), light crossbow 1d8(+2d6 sneak +1 div fav) Skills : Hide +13 (8 ranks +5 dex) Move Silently +13 (8 ranks +5 dex) Tumble +14 (7 ranks +5 dex +2 syn(jump)) Search +9 (8 ranks +1 int) Disable Device +6 (5 ranks +1 int) Craft (poisonmaking) +10 (8 ranks +1 int +1 item) Balance +11 (4 ranks +5 dex +2 synergy tumble) Use Rope +7 (2 ranks +5 dex) Jump +8 (5 ranks +1 str +2 synergy tumble) Sense Motive +6 (4 ranks +2 wis) Knowledge (Religion) +4 (3 ranks + 1 int) Gather Information +3 (4 ranks -1 cha) Skill Trick: Nimble Stand Feats: 1st: Weapon Finesse Human Bonus: TWF Ftr 1 Bonus: TW Defense 3rd: Protection Devotion Languages: Common, Celestial Equipment: +1 str item (belt) 1000 (assuming crafted by NMF) +2 dex gloves 3000 (assuming crafted by NMF) +1 Craft(poisonmaking) skill enhancement item (neck) 100 +1 mithril chain shirt 2100 2 MW shortswords 620 Fire assault crystal, least 600 Scroll of Divine Insight 150 n, where n< 4 doses purple worm poison (self crafted) 930 2 weapon capsule retainers 200 Scroll of Fly (crafted by NMF's guy) 187 Potion of Delay Poison 300 Money: ~80gp Spells Prepared (3/2+[1]): 0th: C.Min, Guidance , Detect Magic 1st: Shield of Faith, Divine Favor, [Sanctuary] *Using the Complete Champion option to forfeit access to a domain to get the corresponding domain devotion feat **Two Weapon Defense, not actually a shield [/sblock] Combat Strategery: 0. Activate devotions, buffs before contact w/ enemy, drink the delay poison potion. ;) 1. Flank! 2. ??? 3. Profit. (10% tithed, of course) But seriously, folks: Strength damage poison means geek the mage. Then the fighter if Al has any charges left. The protection devotion is +2 ac to him and everyone in 30 feet, which synergizes nicely with the rogue's love of flanking. Assuming flight isn't immediately dispelled, he'll also be able to position quite well. Even if it is dispelled, he can't fail most tumble checks, I think. He's also your man for non-magical scouting, and disarming the odd trap. Sanctuary is good if we have to call a strategic retreat. Edit: Oh, and a pair of saps for trying to knock someone out. And he'll probably use a rapier in his main hand. (Edit edit: Duuh, longswords don't work with weapon finesse. God, I'm dumb when I'm tired.) The poison is easily dropped if it's too cheesy. [/QUOTE]
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