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NAME: Extal Sparkstinger
Race: Halfling
Age: 23
Height: 3 ft
Weight: 34 lbs
Class: Rouge
Alignment: Chaotic Good
Level: 1 EXP:___________
Initiative: 11
Speed: 20
Weapon:
>1D6(Critical: 19/20 x2) (Short Sword) D20(Roll for attack)
>1D6(Critical: 19/20 X3) (Short Bow: Common Arrow) D20
Armor Class: 17 (Studded Leather + dex bonus)
Hit Points: 8
____________SKILLS________________
Diplomacy:d20+2
Disable Device:D20+6
Hide:D20+7
Listen:d20+1
move Silently: D20+9
Open Lock:D20+8
search:D20+6
Spot:D20-1
OPTIONAL SKILLS:
Concentration: D20+2 (Used for resisting the effect of the Taunt feat.)
Shot, Disarm, Knockdown, etc.)
Intimidate: D20+1 (to make a bully back down or to bully others)
Lore: D20+2 (Used to identify the properties of a given magic item. Magic item must be in character's possestion first. Rouges are able to identify anything, but they need the Use Magic Device to identify magic wands, rings, staffs, scolls, etc.
Craft Trap: Allows the theif to make a trap kit to be used with the Set Trap skill. The trap to be created has a Difculty Class (DC) equall to the Die used to deal it's dammage, plus any dammage modifiers. Traps that deal more than one kind of dammage have a DC of the two Die numbers added together, plus the total dammage modifiers. To try and create a trap, a skill check is perfomed against the DC of the trap to be created. Upon failure, there is only a 10% chance than the compnents are lost; otherwise the rouge may try again with the same components.
The rouge needs materials worth an ammount of gold equal to (1+T)M where T is the number of dammage types the trap can deal, and M is the maximum dammage the trap could possibly deal. So, a trap that deals 1D6+2 points of slashing dammage costs (1+1)8=16 gold to get the materials to build it. Materials can be purchaced from a theives guild, or they can be canablized from previously disarmed traps. If canabailising, the rouge needs to scrounge 1D6 traps for every 2 points of dammage his crafted trap could maximaly deal, or 1D8 for a trap with two dammage types, or 1D10 for a trap with three damage types. Traps with more than three dammage types require the Master Craftstman feat.
Set Trap: 7 Allows the rouge to place and set a Trap Kit. When the trap kit is used, make a skill check against the DC of the kit being used. Five or more ranks in Disable Traps gives a +2 bonus to the Set Traps skill. If a skill check fails by 10 or more while setting a trap, it is a Spectacular Failure: The trap goes off and a reflex throw is required to avoid being caught in your own trap. If the saving throw is successfull, the trap may be retrived by using the Disarm trap skill and then the Craft trap skill to re-set the trap kit. (no penalties apply to these check if you made the saving throw.) If you fail the saving throw, the trap deals it's full dammage to you and is detroyed in the process. It is salvageable for parts, but it is beyond repair and cannot be used again.
Pick Pocket: Allows the rouge to steal from another character or NPC (called a "The Mark") without the knowledge of the target character. Some creatures are immune to pick-pocketing at the GM's discretion.
There are two parts to a PickPoket skill test:
(1) Geting the item: Make a skill test against a base target or 10 for friendly characters, 20 for tolerent, unaware, blinded or socialy unmotivated characters, 30 for potentialy hostile characters, and 40 for pickpoketing in the midst of combat. Apply a penalty to the roll of the total of the armor check penalties of both the pickpocketer and "The Mark". If successfull, the desired item has been aquired.
(2)Getting away clean: "The Mark" then makes a Spot check against the rouge's Pick Pocket check. Blinded creatures get a -10 penalty to this spot check, while actively hostile creatures get a +10 bonus to this spot check. If "The Mark" is sucessfull in this check, then the pickpocketer has been noticed and will turn hostile if he wasn't already. If "The Mark" fails his skill check, the pickpocketing was not noticed.
Tumble: Any time an enemy gets an Attack of Opportunity against the rouge, the rouge may attempt a Tumble check against a DC of 15 (armor check penalties apply). If successfull, the Attack of Opportunity has been avoided. A tumble check cannot be performed the same turn that the rouge has performed a Set Trap, Disarm Trap or Craft Trap action. If attempting to Tumble while also Moveing Silently and/or Hiding In Shadows, the rouge must roll against a base DC of 20 instead of 15. For every five ranks in this skill (not incuding Dex bonus) the rouge's AC is improved by 1.
Use Magic Device: A succesfull USE MAGIC Device check allows the rouge to use an item as if he had the required skill, class, race, alignment, etc. Make a DC against a target number modified by the value of the device: The more valuable the device, the harder it is to use. If you fail the skill test you just can't use the device. You can try again when you have improved this skill.
_________ABILITY SCORES__________
Strength: 10/ +0
Dexterity: 18/ +4
Constitution: 14/ +2
Intelligence: 14/ +2
Wisdom: 8/ -1
Charisma: 12/ +1
_____________SAVING THROWS_____________
Fortitude: D20+3
Reflex: D20+9
Will: D20+0
Armor:
>Studded Leather Armor (Base Armor Class: 3, Max DEX bonus: 4, Armor Check Penalty: -1, Feats Required: Light Armor, Weight: 15)
Weapons:
>Short Sword: (Base Damage: 1D6, Critical Threat: 19/20 X2, Base Dammage Type: Peircing, Weapon Size: Small, Feats Required: Martial or Rouge Weapons)
>Short Bow: (Base Damage: 1D6, Critical Threat 19/20 x3, Base Damage Type: Peircing, Weapon Size: Medium, Amunnition: Arrows, Feats Required: Martial, Rouge or Elf, Weight: 2.
>20 arrows
Misc. Gear: 1 Short Sword Scabbard, 1 potion of CLW, 1 traveler's outfit, 1 backpack, 1 bedroll, 3 trail rations, set of Theives' Tools, 1 bullseye lantern, 3 pint flasks of oil, 1 signal whistle, 1 flint and steel
Gold: 135 gp
Feats:
Armor, Light (Proficiency)
Fearless (+2 saving throw vs. fear spells and effects. Racial bonus for Halflings)
Good Aim (+1 Racial attack bonus to attacks made with throwing weapons.)
Lightning reflexes (+2 bonus to all reflex saving throws)
Lucky (+1 Racial bonus to all saving throws.)
Skill Afinity: Listen (+2 Racial bonus to listen checks)
Skill Afinity: Move Silently (+2 Racial bonus to Move Silently checks)
Small Stature: Grants bonuses attack rolls, armor class, and hide checks when dealing with Large creatures.
Sneak Attack: +1D6 (Whenever the rouge makes a successfull attack against someone who is flat-footed, cannot see them, or is in combat with somebody else, the rouge gets a dammage bonus. The bonus is +1D6 at 1st level, and an additional every two levels thereafter. If the Sneak Attack occurs when the regular attack dealt a critical hit, the Sneak Attack dammage nonus is NOT multiplied. The Undead, Constructs (Gollums, Clockwork Swordsmen, Animated Armor, etc) and inanimate objects (Walls, Boxes, Doors, etc.) are immune to the effects of a Sneak Attack, as are any creatures that are otherwise immune to a crittical hits.
Weapon Proficiency: Rouge (Allows the rouge to be able to use a set of weapons: Clubs, Daggars, Darts, Handaxes, Light Crossbows, Heavy Crossbow, Quarterstaff, Mace, Short Sword, Raiper, Foil, Shortbow, Morningstar, Sling. Free with Rouge level 1)
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Last edited by Exhibit A on Tue Feb 14, 2006 4:26 am, edited 4 times in total.
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