Showing posts with label rogue. Show all posts
Showing posts with label rogue. Show all posts

Wednesday, September 02, 2009

Silvex

The two rakshasas go by Zilves and Chanaras when they take their human forms, the bards from the Salty Grog. This is where they learn their stories which they weave into stories, stories into song, songs into spells. They do not work with Salodrin, but know of him, and have a fork tuned to the Plane of Knowledge which allows them to plane shift here using Silvex's ring.

Silvex is the younger of the duo, traveling with Janarax and for the most part following his directions. He could be persuaded to help the party for a large sum of gems, for which he has a certain overwhelming fascination.

Silvex
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 6 Rogue 1

Hit Dice: (7d8)+(6d4)+(1d6)+85
Hit Points: 160
Initiative: +9
Speed: Walk 40 ft.
AC: 32 (flatfooted 27, touch 15)
Attacks: Bite +8; 2 Claws +15/+15
Damage: Bite 1d6+4; 2 Claws 1d6+4
Vision: Darkvision (60')
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar, Sneak Attack +1d6
Saves: Fortitude: +12, Reflex: +13, Will: +12
Abilities: Str 18, Dex 20, Con 22, Int 20, Wis 12, Cha 22
Skills: Appraise 4; Balance 12; Bluff 23; Climb 9; Concentration 18; Craft (Alchemy) 4; Craft (Trapmaking) 13; Craft (Untrained) 6; Diplomacy 10; Disguise 24; Escape Artist 7; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 6; Jump 7; Knowledge (Arcana) 22; Knowledge (Tactics) 10; Knowledge (The Planes) 9; Listen 6; Move Silently 15; Perform (Comedy) 8; Perform (Dance) 10; Ride 5; Search 5; Sense Motive 5; Spellcraft 23; Spot 13; Survival 2; Swim 4
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 14
Alignment: Lawful Evil
Possessions: 5 Tiger Eyes; Bracers of Armor +8; Cloak of Charisma +2; 2 Blue Diamonds; Emerald; Ring of Plane Shift; Star Ruby; Wand of Hold Monster; Tablas of Persuasion

Spells:
Spells per Day: (6/8/8/7/7/7/4/0/0/ DC:16+spell level)
Sorcerer - Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull's Strength, Cat's Grace, Knock, Touch of Idiocy
Level 3: Displacement, Fly, Haste, Hold Person
Level 4: Fire Trap, Charm Monster, Ice Storm, Phantasmal Killer
Level 5: Cone of Cold, Dismissal, Telekinesis
Level 6: Dispel Magic, Legend Lore, Shadow Walk

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

Rakshasas speak Common, Infernal, and Undercommon.

Combat

In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Skills

A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

Rakshasas As Characters

Rakshasa characters possess the following racial traits.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.

Thursday, February 19, 2009

Khadiya Umberbær

Khadiya was born and raised by the Bær tribe on the edge of a vast desert. From his upbringing, he has learned to worship Saha Ra, god of sun and sand, and live off the fruits of this deity. As he's moved into more urban environments, he's taken up various rogues skills to survive.

Khadiya Underbær
Medium-size Male Human
Rogue 5 Ranger 2
Hit Dice: (5d6)+(2d8)+14
Hit Points: 54
Initiative: +4
Speed: Walk 30 ft.
AC: 18 (flatfooted 18, touch 14)
Attacks: *Shortbow +1 +10;Sword (Short/Masterwork) +7;
Damage: *Shortbow +1 1d6+1;Sword (Short/Masterwork) 1d6+1;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Archery Combat Style, Evasion (Ex), Favored Enemy (Humanoid (Reptilian)) +2, Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC), Wild Empathy (Ex) +3
Saves: Fortitude: +6, Reflex: +11, Will: -1
Abilities: Str 13, Dex 18, Con 15, Int 13, Wis 7, Cha 12
Skills: Appraise 2; Balance 16; Bluff 1; Climb 6; Concentration 5; Craft (Untrained) 1; Decipher Script 2; Diplomacy 1; Disable Device 7; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 4; Heal -2; Hide 10; Intimidate 1; Jump 6; Listen 4; Move Silently 14; Ride 8; Search 5; Sense Motive 0; Sleight of Hand 9; Spot 1; Survival -1; Swim 2; Tumble 10; Use Magic Device 4;
Feats: Armor Proficiency (Light), Dodge, Martial Weapon Proficiency, Mobility, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Challenge Rating: 7
Alignment: Chaotic Good

Possessions: Aquamarine; Rope (Silk/50 Ft.); Arrows (20); Arrows (20/Mithral); Backpack; Bedroll (Fine); Case (Map or Scroll); Elixir of Sneaking; Fishhook; Flint and Steel; Grappling Hook; Leather +2; Magnifying Glass; Onyx; Piton; Potion of Cure Moderate Wounds; Pouch (Belt); Rose Quartz; Sack (Large); Sack (Small); Sard; Shortbow +1; Signet Ring; Sword (Short/Masterwork); Thieves' Tools; Torch; Waterskin (Filled); Whetstone;

Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:8+spell level)
Ranger - Known:
Level 1: Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I

Wednesday, December 03, 2008

Tipene

Hailing from an vanaran island culture, Tipene is a trained shaman who has studied martial arts. He and his companions seek information on "floaters," human pirates that once ransacked ports on their home island. Tipene is very academic and dry around new faces, but warms up and tells plenty of war stories once he gets to know those around him. He maintains a skeptical, scientific eye on most things. Even his deep-rooted spirituality has an explanation! But you'll have to get to know him in person to learn more.

Tipene
True Neutral Vanaran Rogue 1 Shaman 8
Natural Scientist, worshipper of Zaius

HD: 8d8+1d6+18
HP: 51
Init: -1
Speed: Walk 30 ft., climb 20 ft.
AC: 17 (touch 12, flat-footed 16)

Attacks: hands +6/+1 1d8 20, masterwork war claw +7/+2
Damage: 1d3-1, 1d6-1
Base Attack Bonus: +6/+1
Vision: normal
Face / Reach: 5 ft. / 5 ft.

Special Qualities:
Sneak Attack +1d6
Trapfinding
Ancestor Domain - Summon ancestor
Travel Domain - Freedom of movement 1/day
Improved Unarmed Strike
Animal Companion - Monkey, Claudius
Spirit Sight - see ethereal creatures
Rebuke Undead
Spirit's Favor - charisma as a bonus on all saves

Saves: Fort: 5, Ref 5, Will 12
Abilities: Str 8, Dex 8, Con 14, Int 16, Wis 20, Cha 10

Skills:
Appraise: 8
Concentration: 12
Craft (Bookbinding): 11
Decipher Script: 10
Diplomacy: 4
Handle Animal: 2
Heal: 10
Hide: 0
Knowledge (Arcana): 6
Knowledge (Religion): 7
Knowledge (Spirits): 6
Knowledge (Planes): 7
Listen: 9
Move Silently: 0
Profession (Bookkeeper): 6
Ride: 1
Sailing: 2
Sense Motive: 10
Spellcraft: 14
Spot: 10
Survival: 11
Use Magic Device: 3

Feats:
Great Teamwork
Coordinated Attack
Karmic Twin (Tarapiki, fellow Vanaran and travelling companion)
Dodge
Quicken Spell

Spells:
Free:
Travel Domain:
1 Longstrider
2 Locate Object
3 Fly
4 Divination

Ancestor Domain:
1 Detect Undead
2 Ancestral Vengeance
3 Speak with Dead
4 Dimension Door

Mana : 62

Spells per Day: (levels 0-4): 10/9/8/7/4

XP: 40,175

Languages:
Vanaran
Olman
Sylvan
Spirit Tongue

GP: 14
PP: 7

Possessions:
roc feathers
scarlet brotherhood robes
luckstone
bag of holding (type 1) full of a necromancer's collection of items from her skeleton
ivory carving - elephant
wooden tiger figurine
masterwork war claw from a coatl
chain shirt +3
dastana
deck of illusions (jack of spades already drawn)
elixir of sneaking
elixir of hiding
elixir of fire breath
dust of appearance
explorer's outfit
2 potions of cure moderate wounds
white wood staff with a diamond and silver setting (magical)
black cloak with silver trim

Tipene was cursed by an evil bat god. Ever since then, he has taken on a palsy that has permanently reduced his Dex by 6 points. In combat, he usually casts cause serious wounds and uses his great teamwork feat to flank his opponent with his companion, Tirapiki.

Thursday, July 24, 2008

Vamos Gladhell

Known for his ability to escape danger, Vamos makes the perfect scout. His elven stature and previous experience as a rogue have provided him the expertise to keep the point while the rest of the False Heroes back him up with magic and stout melee.

Vamos Gladhell CR 10
Male elven rogue 3 cleric 7
CN Medium humanoid
Init: +5 Senses: Listen +7, Spot +12

Languages: elven, common

AC: 22 (+5 dex, +7 armor) touch 15, flatfooted 17
HP: 60 (HD 3d6+7d8+10)
Immune: sleep
Fort: +7 Ref: +10 Will: +10

Speed: 40 ft.
Attack: longsword +1 +9/+4 (1d8+3 / 19-20x2) or longbow +1 +13/+8 (1d8+3)
Full Attack: longsword +1 or longbow +1
Attack Options: longsword or longbow
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7/+2 Grapple: +9

SA: sneak attack +2d6
Feats: Point Blank Shot, Rapid Shot, Many Shot, Dodge

Abilities Str 14 Dex 20 Con 12 Int 11 Wis 18 Cha 11
Skills: Appraise +3, Balance +6, Bluff +2, Climb +4, Concentration +10, Decipher Script +3, Escape Artist +13, Forgery +1, Hide +12, Jump +5, Listen +7, Move Silently +11, Search +7, Sense Motive +5, Slight of Hand +6, Spot +12, Tumble +13

Spells Per Day: 0th: 10, 1st: 9, 2nd: 8, 3rd: 7, 4th: 6
Domains: Travel, War
Spells Often Prepared:
0th: Detect Magic, Create Water, Mending
1st: Detect Undead, Deathwatch, Obscuring Mist, Sanctuary
2ns: Cat's Grace, Bear's Endurance, Darkness, Hold Person, Find Traps, Silence
3rd: Dispel Magic, Glyph of Warding, Locate Object, Obscure Object
4th: Dimension Door, Divine Power, Freedom of Movement, Spell Immunity, Restoration

Possessions: black leather armor +3, long sword +1, long bow +1, 20 arrows +1, 2 arrows of outrageous fortune, vest of escape, ring of protection +2, quiver'n'boots, gloves of storing, 2 potions of cure critical wounds, Holy Symbol to Erevan Ilesere, 300pp.

In combat, Vamos tends to stay clear of melee, firing his longbow into combat. When engaged at close range, he wields a longsword passed down through his farmer father from his grandfather.

Thursday, March 13, 2008

Darien

Dashing Darien, rogue, rake, fencer, wit, with a touch of magic and a flare for the daring. A cat-burglar and scoundrel, he steals to care for his younger sister, who along with him is orphaned, but additionally needs medical attention and care due to infirmities she suffers from. Their mother died when they were young, and they never knew their father, and Darien and his sister grew up on the streets. Their mother would only say that their father had to leave them all, but that she loved him very much. Later they discover that they both have a touch of draconic heritage and she eventually becomes a powerful sorceress.

Darien CR 1
male human rogue 1
CG Size medium humanoid
Init: +2 Senses: Listen +3, Spot +3

Languages: common

AC: 15 (+2 armor, +3 dex) touch 13, flatfooted 12
HP: 6 (HD 1d6)
Saves: Fort: +0 Ref: +5 Will: -1

Speed: 30 ft.
Attack: short sword +1 (1d6 / 19-20 x2)
Full Attack: short sword +1 (1d6 / 19-20 x2)
Attack Options: sneak attack, combat expertise
Space / Reach: 5 ft. / 5 ft.
Base Attack: +0 Grapple: +1

SA: sneak attack, trapfinding
Feats: a touch of magic (sorcerer), combat expertise

Abilities: Str 13 Dex 15 Con 11 Int 14 Wis 9 Cha 13
Skills: 40 pts- appraise 4+2 = 6, balance 4+3 = 7, bluff 4+1 = 5, climb 4+1 = 5, disable device 4+3 = 7, jump 2+1 = +3, listen 4-1 = 3, open lock 4+3 = 7, search 4+2 = 6, sense motive 4-1 = 3, spot 4-1 = 3, tumble 2+3 = 5

Spells Available (save DC 11 + spell level):
0th (2/day): daze, prestidigitation, mage hand

Possessions: leather armor, short sword, dagger, shortbow, 10 arrows

After several campaigns with a band of mercenaries Darien has grown to become a leader of men, a brave swordsman and a skilled tactician. He has taken to giving offerings to the goddess of luck, and has adopted the heraldry of a white star above a white skull on a black field, a sign of his optimism rising above his grim experiences in war.

Darien CR 6
male human rogue 2, fighter 4
CG Size medium humanoid
Init: +3 Senses: Listen +3, Spot +3

Languages: common

AC: 20 (+5 armor, +3 dex, +2 shield) touch 13, flatfooted 17
HP: 28 (HD 2d6 + 4d10)
Saves: Fort: +5 Ref: +9 Will: +1

Speed: 30 ft.
Attack: long sword +8 (1d8 + 2 and 1d6 fire / 19-20 x2) or longbow +8 (1d8)
Attack Options: sneak attack, combat expertise, spring attack, whirlwind attack
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6

SQ: evasion
SA: sneak attack, trapfinding
Feats: dodge, combat expertise, mobility, spring attack, weapon focus (longsword), weapon specialization (longsword), a touch of magic (sorcerer)

Abilities: Str 13 Dex 16 Con 11 Int 14 Wis 9 Cha 13
Skills: 40 pts, 12 fighter, 10 rogue - Appraise 4+2 = 6, Balance 4+3 = 7, Bluff 8+1 = 9, Climb 9+1 = 10, Diplomacy 6+1 = 7, Disable Device 4+3 = 7, Jump 7+1 = +8, Listen 4-1 = 3, Open Lock 4+3 = 7, Ride 3+2 = 5, Search 4+2 = 6, Sense Motive 4-1 = 3, Spot 4-1 = 3, Swim 3+1 = 4, Tumble 2+3 = 5

Spells Available (save DC 11 + spell level):
0th (2/day): daze, prestidigitation, mage hand

Possessions: +1 mithril chain shirt (2,100 gp), large steel shield enameled with skull and star device, +1 flaming long sword (command word "ixen") (8,315 gp), dagger, longbow, 20 arrows, dark green cloak of resistance +1 (1,000 gp), dark traveling clothes, backpack, bedroll, 1,585 gold coins

Monday, March 03, 2008

Anton Fink

Anton Fink is a skilled thief from the Phyloctæte who has learned to wield arcane power to assist him in his trade. He has used this power to seduce many a woman who is easily impressed with parlor tricks.

Unfortunately for him, this sex-driven rogue has had his soul trapped by an imp that he once befriended under the illusion that he was one of these parlor women. Now he must find a way to break the spell imposed by the imp. He is desperate to break free of this spiritual bond, and is willing to help or betray anyone else in the process.

Anton Fink (CR 8)
Chaotic Neutral Medium-size Male Human
Rogue 6 Rogue Caster 2
Initiative: +3
Vision: Normal

AC: 19 (flatfooted 19, touch 15)
Hit Dice: (8d6)+16
Hit Points: 54
Saves: Fortitude: +6, Reflex: +10, Will: +4

Speed: Walk 30 ft.
Attacks: +1 Shortbow +8 (1d6+2) or +1 Short Sword +6 (1d6+
Face / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6

Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)

Abilities: STR 13 (+1), DEX 17 (+3), CON 14 (+2), INT 16 (+3), WIS 11 (+0), CHA 11 (+0)
Skills: Appraise 5; Balance 5; Bluff 7; Climb 3; Concentration 7; Craft (Untrained) 3; Decipher Script 6; Diplomacy 3; Disable Device 5; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 2; Heal 0; Hide 11; Intimidate 4; Jump 7; Listen 3; Move Silently 17; Open Lock 11; Ride 3; Search 8; Sense Motive 4; Sleight of Hand 14; Spellcraft 8; Spot 8; Survival 0; Swim 1; Tumble 9; Use Magic Device 8;

Possessions: Arrow; Cloak of Resistance +1; Arrow +1; Bag of Holding (Type 1); Boots of Elvenkind; Quiver; Ring of Protection +2; Shortbow +1; Studded Leather +1; Sword +1 (Short); Wand of Magic Missile (3rd level caster);

Spells:
Spells per Day: (5/4/4/0/0/0 DC:13+spell level)
Rogue Caster - Known:

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace
Level 2: Invisibility, Sleight of Hand, Spider Climb

Sunday, March 02, 2008

Rogue Caster

This prestige class brings together rogue and caster in two ways. First, the caster abilities are not the same as a sorcerer's, since the spellcasting relies upon dexterity rather than intelligence. Second, the caster is actually a rogue class. The spells are all geared toward enhancing rogue abilities in one form or another, for instance improved forgery, perfect appraisal, sleight of hand, walk on rope, etc. There are no direct damage spells in the rogue caster's arsenal.

Rogue casters have learned to hone their natural abilities for magic into spells that help them in their day -- ahem, night -- jobs. Only rogues may become rogue casters. NPC rogue casters usually lead lead solitary lives roaming the streets and backalleys. Some organize others into small-time criminal outfits, and the most successful run thieves' guilds. Some of these outfits and guilds even have legitimate fronts.

Hit Die: d6.

Requirements

To qualify to become a rogue caster, a character must fulfill the following criteria.

Alignment: Any non-lawful
Skills: Use magical device +5, Spellcraft +4
Special: A character must have pulled off a moderate-sized heist using a magical device in order to discover the powers of the rogue caster.

Class Skills

Rogue Casters are intended to hone their Spellcraft and Knowledge: Arcana skills. These can then be exchanged on a case-by-case basis at a 2-for-1 cost using the Arcane Skill Bonus skill.

Class Features

Rogue Casters gain the ability to cast Rogue Caster Spells at the rate of one spell level per level of rogue caster, and can elect to use their dexterity bonuses the way sorcerers use intelligence. They gain access to all the spells up to their rogue caster level. In addition, the following skills are are available: Concentration, Knowledge: Arcana, Knowledge: Planes, Spellcraft, and Use Magic Device. They do not gain the ability to use magical devices as sorcerers; instead they still must make use magic device rolls as a rogue would.

Arcane Skill Bonus: At level three, the rogue caster can use half of their spellcraft and knowledge: arcana skills (rounded down) to boost a rogue skill in exchange for a 0th-level spell. These are equivalent to having the ability to cast 0th-level spells to boost these abilities, and they take a standard action and a verbal component to activate.

Rogue Caster Spells

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace

Level 2: Invisibility, Sleight of Hand, Spider Climb

Level 3: Perfect Forgery, Perfect Appraisal, Perfect Balance

level 4: Dimension Door, Greater Invisibility

Level 5: Undetectability

Friday, October 27, 2006

Character: Adsel Matar (Lvl 7)

This elf will take your lunch money by hook or by force. He started on a self-righteous path that led him into his thievery. He favors destruction over salvation, but then he was never in it for the milk and honey.

Unfortunately for him, he recently stole a pair of goggles from a recluse, and now has developed paranoia. He doesn't trust anyone and will try to distance himself from any contact. He only wants to be by himself...

Adsel Matar
Medium-size Male Elf
Cleric3 Rogue4
Hit Dice: (3d8)+(4d6)+7
Hit Points: 49
Initiative: +6
Speed: Walk 30 ft.
AC: 22 (flatfooted 22, touch 18)
Attacks: Adamantine Dagger +8;Adamantine Dagger (Thrown) +12;*Sling of Holy Silence +12; ;
Damage: Adamantine Dagger 1d4+2;Adamantine Dagger (Thrown) 1d4;*Sling of Holy Silence 1d4+3; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Evasion (Ex), Immunity to magic sleep effects., Rebuke Undead (Su) 0/day (turn level 3) (turn damage 2d6+0), Smite 1/day (Su), Sneak Attack +2d6, Spontaneous casting, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +5, Reflex: +11, Will: +7
Abilities: STR 15 (+2), DEX 22 (+6), CON 13 (+1), INT 13 (+1), WIS 17 (+3), CHA 4 (-3)
Skills: Appraise 4; Balance 8; Bluff -3; Climb 12; Concentration 2; Craft (Untrained) 1; Diplomacy -3; Disguise -3; Escape Artist 14; Forgery 5; Gather Information -3; Heal 5; Hide 11; Intimidate -3; Jump 4; Knowledge (Arcana) 2; Knowledge (History) 2; Knowledge (Religion) 2; Listen 5; Move Silently 6; Ride 6; Search 3; Sense Motive 3; Spellcraft 2; Spot 5; Survival 3; Swim 2;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Point Blank Shot, Shield Proficiency, Silent Spell, Simple Weapon Proficiency
Challenge Rating: 7
Alignment: Chaotic Neutral

Possessions: Adamantine Dagger; Bag of Holding (Type 1); Bracers of Armor +4; Bullets, Sling (50); Gloves of Dexterity +2; Goggles of Paranoia; Grappling Hook; Ring of Protection +2; Rope (Silk/50 Ft.); Sling of Holy Silence; Thieves' Tools;
Deity: None Domains: Luck(You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)
Spells:
Spells per Day: (4/3/2/0/0/0/0/0/0/ DC:13+spell level)
Cleric - Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth

Friday, October 20, 2006

NPC: Yamarra Sul-ýammůn (Lvl 10)


Rogue 7, Sorceror 3

Named for the Silver Moon, Yamarra is a "night-elf," one of but a few elves who thrive under the cover of darkness. Other elves often retain a great deal of disdain for such night-elves, which forces them into lonely lives. Their eyes are often attuned to the moonlight, and Yamarra can see almost twice as far as other elves.

Spritely and nimble, Yamarra grew up as a traveling entertainer. Her acrobatic skills led her into a life as a trapeze artist and tightrope walker. She has perfect balance (natural Dex 22) and quick reflexes, often performing such stunts as juggling daggers on a tightrope while blindfolded!

Appearance: Yamarra wears her hair in a pony-tail, keeping it dyed black and tied back. She is always dressed in black.

Quotes:
  • "timing is everything"
  • "just watch me!"


  • Yamarra Sul-ýammůn
    Medium-size Female Elf
    Rogue7 Sorcerer3
    Hit Dice: (7d6)+(3d4)+20
    Hit Points: 65
    Initiative: +6
    Speed: Walk 30 ft.
    AC: 24 (flatfooted 24, touch 20)
    Attacks: *Longbow (Masterwork) +2 +13/+8; ;
    Damage: *Longbow (Masterwork) +2 1d8; ;
    Vision: Low-light
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Evasion (Ex), Immunity to magic sleep effects., Sneak Attack +4d6, Summon Familiar, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)
    Saves: Fortitude: +5, Reflex: +12, Will: +6
    Abilities: STR 12 (+1), DEX 22 (+6), CON 14 (+2), INT 18 (+4), WIS 13 (+1), CHA 12 (+1)
    Skills: Appraise 8; Balance 21; Bluff 1; Climb 5; Concentration 7; Craft (Untrained) 4; Diplomacy 1; Disguise 1; Escape Artist 19; Forgery 4; Gather Information 1; Heal 1; Hide 19; Intimidate 1; Jump 12; Listen 5; Move Silently 19; Open Lock 11; Ride 6; Search 6; Sense Motive 1; Sleight of Hand 19; Spellcraft 15; Spot 11; Survival 1; Swim 1; Tumble 21;
    Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
    Challenge Rating: 10
    Alignment: Neutral Good

    Possessions: Arrows (50); Arrows +2 (50); Bag of Withholding (Type 1); Bedroll; Blowgun; Charcoal (1 piece); Dagger; Dart; Glove of Storing; Grappling Hook; Leather +2; Longbow (Masterwork) +2; Phase Ring;
    Spells:
    Spells per Day: (6/6/0/0/0/0/0/0/0/ DC:11+spell level)
    Sorcerer - Known:
    Level 0: Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic
    Level 1: Animate Rope, Expeditious Retreat, Silent Image

    Spells to acquire in the future: Invisibility, Tightrope (new spell, description to come), Silence Spell (new spell, description to come), Deodorize, Feather Fall

    Rat familiar

    Friday, August 04, 2006

    Character: Baron von Stieglitz (CR 12)


    "Baron von Stieglitz" is a title referring to the current ruler of the Barony of Stieglitz.

    von Stieglitz lived his life a baudy drunkard, leading a militia of seventy from an isolated castle deep in a valley in the Cyrűk Mountains. In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight.

    Baron Von Stieglitz CR 12
    Medium Male Wight Fighter 7, Rogue 2
    lawful evil Undead
    Init: +2 Senses: Darkvision 60 ft
    Listen +7 Spot +10

    AC: 22 (+6 Armor, +2 Dex, +4 natural) touch 12, flatfooted 20
    HP: 72 (HD 7d10 and 2d6 and 4d12)
    Saves: Fort: +6 Reflex: +8 Will: +6
    Defensive Options: Hide +11 Move Silently +14, Combat Expertise
    Immunities: All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects, not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

    MV: 20 ft. (50 ft hasted)
    Base Attack: +10 Grapple: +13
    Attack: +13 slam (1d4+3 plus energy drain) or +15 bastard sword (1d10+6)
    Full Attack: +13 slam (1d4+3 plus energy drain)
    or +15 / +10 bastard sword (1d10+6)
    or +13 / +8 bastard sword (1d10+6) and +11 slam (1d4+3 plus energy drain)
    Face / Reach: 5 ft / 5 ft
    Attack Options: energy drain, sneak attack +1d6

    Abilities: Str: 17 Dex: 14 Con: 8 Int: 13 Wis: 10 Cha: 12
    Feats: (5 and 4 bonus, 1 undead) Leadership, Two-Weapon Fighting, Exotic Weapon Proficiency (Bastard Sword), Combat Expertise, Improved Disarm, Dodge, Mobility, Spring Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).
    Skills: Languages: common, draconic/dwarf. (Skill points 18 rogue, 30 fighter, 20 wight): Bluff +3+1=+4, Climb +10+3-4=+9, Diplomacy +3+1=+4, Hide +10+2+5-4=+13, Intimidate +12+1=+13, Listen +7, Move Silently +10+2+8-4=16, Ride +10+2-4=+8, Sense Motive +3, Spot +10.

    Gear: 12,493 gp worth of gear: +1 bastard sword (2,335 gp), masterwork throwing axe (308 gp), +1 breastplate of shadows(5,100 gp), cloak of resistance +2 (4,000 gp), Potion of Haste (750 gp).
    Special Qualities: Darkvision 60 ft., undead traits, trapfinding, evasion.
    SA: Energy Drain, Create Spawn, Sneak attack +1d6.

    This grizzled warrior's skin and hair are a shocking, sickly white. Blue veins are clearly visible beneath the leathery-looking skin. Gauzy, black-yellow eyes glare out from beneath his wiry eyebrows. Claw-like fingernails tip the ends of his powerful, gnarled digits. His breastplate is tarnished and stained but still sturdy, his cloak is dusty and a fine bastard sword and throwing-axe hang from his belt.

    COMBAT
    If Attacked Herr Stieglitz will attempt to flee combat to attack again from surprise or with his family at his side.
    Given opportunity he will quaff his potion of haste, which will last for 5 rounds.
    If able to sneak up on an opponent he will approach the weakest-looking one and attempt to perform a full attack with bastard sword and a slam attack as his off-hand weapon. His hope is that this will slay them and they will rise in 1d4 rounds as a wight to fight at his side.
    If fighting with his family he will try to spring attack the party from behind their ranks.


    Create Spawn (Su): Any humanoid slain by the Baron becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
    Energy Drain (Su): Living creatures hit by the Baron’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
    Skills: Wights have a +8 racial bonus on Move Silently checks.


    Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
    Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
    —No Constitution score.
    —Darkvision out to 60 feet.
    —Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    —Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    —Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    —Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
    —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    —Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    —Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
    —Undead do not breathe, eat, or sleep.