Shribryn - Level 2 - Chapter 3

Adventure Date: May 28, 2010
Last Updated: May 11, 2010


class:		rogue/swordsage			race:		Bedine	human
level:		2 = 1/1				alignment: 	DM Eyes Only	
xp:		1,000 +				deity:		DM Eyes Only	

size: 	medium	age:	19		gender:	female		height:	5'2"	
eyes:	glass	hair:	Dark Brown	skin:	Dark Brown	weight:	116 lbs

Campaign: 	The Tide of Shadows
Home Region: 	Anauroch
Languages:	Midani, Chondathan, Orc


====================================================================================
STR:	8	-1	HP: 	11			Speed:	40 ft x 0.75 = 30ft
DEX:	18	+4	AC:	16				
CON:	10	+0	= 10   + 0     + 0      + 4   + 0    + 0   + 4       + (-2)
INT:	14	+2	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	18	+4	AC touch:	16
CHA:	8	-1	AC flat-footed: 12		Initiative:	+4
							Base Attack:	+0


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+0	= 0	
Reflex:		+8	= 4	+4	
Will:		+8	= 2	+4		+2 DM Eyes Only

- gain a +4 bonus on saving throws against mind-affecting spells and abilities


====================================================================================
50% miss chance on all attacks unless listen/concentration checks made


Attack		 Bonus	Damage		Critical	Range	Type	Notes
------------	 ------	------		--------	-----	----	-----
Quarterstaff	 -1	1d6-1		x2		-	B
- double weapon	 -5/-9	1d6-1/1d6-1	x2		-	B
				
Dagger		 +0	1d4-1		19-20/x2	10'	P
Dagger, thrown	 +5	1d4-1		19-20/x2	10'	P

Throwing Dagger	 +4	1d2-1		x2		10'	P

light crossbow	 +4	1d8		19-20/x2	80'	P


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------



====================================================================================
SKILLS: Total = 45	max = 5/2	Ability	Mod	Ranks	Misc	
+2	appraise			INT	+2		
+3	balance				DEX	+4	1	-4 blind/-0 armor-load/+2 tumble
-1	bluff				CHA	-1		
-5	climb				STR	-1		-4 blind/-0 armor-load		
+0	concentration			CON	+0		
+2	craft				INT	+2		
no	decipher script			INT	+2			
-1	diplomacy			CHA	-1		
+8	disable device		(DEX)	INT	+4	4				
-1	disguise			CHA	-1		
+4	escape artist			DEX	+4		-0 armor-load	
+2	forgery				INT	+2		
-1	gather information		CHA	-1		
no	handle animal			CHA	-1		
+4	heal				WIS	+4		
+4	hide				DEX	+4	4	-4 blind/-0 armor-load	
-1	intimidate			CHA	-1				
+2	jump				STR	-1	5	-4 blind/-0 armor-load/+2 tumble			
no	knowledge, arcana		INT	+2		
no	knowledge, architect/engineer	INT	+2				
no	knowledge, dungeoneering	INT	+2				
no	knowledge, geography		INT	+2				
no	knowledge, history		INT	+2				
no	knowledge, local		INT	+2				
no	knowledge, nature		INT	+2				
no	knowledge, nobility/royalty	INT	+2				
no	knowledge, religion		INT	+2				
no	knowledge, the planes		INT	+2				
+15	listen				WIS	+4	5	+6 blind
+5	move silently			DEX	+4	4	-4 blind/-0 armor-load
								& +1 shoes	
+8	open lock			DEX	+4	4	
-1	perform				CHA	-1		
no	profession			WIS	+4		
+4	ride				DEX	+4		
+8	search			(DEX)	INT	+4	4	
+4	sense motive			WIS	+4			
+6	sleight of hand			DEX	+4	4	-4 blind/-0 armor-load
								& +2 deft hands			
no	spellcraft			INT	+2		
n/a	spot				WIS		n/a		
+5	survival			WIS	+4		+1		
-1	swim				STR	-1		-0 armor-load x2			
+7	tumble				DEX	+4	5	-4 blind/-0 armor-load/+2 jump		
+5	use magic device		CHA	-1	5	+1
+6	use rope			DEX	+4		+2 deft hands
no	speak languages			n/a		0cc		


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light
Shields:	none
Weapons:	all simple, hand crossbow, rapier, sap, shortbow, 
		and short sword; all melee martial (including those
                that can be used as thrown weapons)


Rogue:
- Sneak attack (+1d6)
- Trap finding


Swordsage:
- Martial Powers (6 known, 4 readied), one stance known
- Discipline focus: Weapon Focus: At 1st level, you gain the benefit of the 
  Weapon Focus feat for weapons associated with the chosen discipline 
  (Shadow Hand School - dagger, short sword, sai, siangham, unarmed strike, 
   and spiked chain).


Blindness (Flaw)
- You are completely blind, and fail all rolls that involve vision. You also 
  suffer the normal gaming penalties for blindness. You were born without the 
  capacity to see (whether or not you actually have eyes is up to you), and 
  therefore can never be healed. With the DM's approval, a Wish or Miracle 
  may correct this flaw.
- You are blind.
- Prerequisite: Your race must have usable eyes.
- Severity: There are four severity levels to the blind flaw.
- Special: The blindness from this flaw can not be cured with anything even 
  magic. The DM may rule that magic can remove this blindness but there 
  should be a penalty for it, like the loss of the bonus feats granted from 
  this flaw, etc.


Blinded after Birth
- Detriment: The character cannot see and takes a –2 penalty to Armor Class, 
  moves at half speed, and takes a –4 penalty on Search checks and on most 
  Strength- and Dexterity- based skill checks. All checks and activities that 
  rely on vision (such as reading and Spot checks) automatically fail. All 
  opponents are considered to have total concealment (50% miss chance) to the 
  blinded character.
- Benefit: +6 Listen, Blind-Fight Feat, 2 Bonus Feats
- Other information:
	- Can take 10 on any listen check
	- Character is treated as blind for all sight-dependent effects 
	  (cannot read, immune to gaze attacks, unaffected by visual
	  concealment, spells with visual effects … etc)
	- A sensitivity to sonic attacks - 50% more damage and/or effect 
	  (deafness, stun)
	- Survival – know where you are at all times (already part of Survival 
	  if you exceed the DC) (the below is standard stuff).  
	  - If you have 5 or more ranks in Knowledge (geography), you get 
	    a +2 bonus on Survival checks made to keep from getting lost or 
	    to avoid natural hazards. 
	  - If you have 5 or more ranks in Knowledge (nature), you get 
	    a +2 bonus on Survival checks made in aboveground natural 
	    environments (aquatic, desert, forest, hill, marsh, mountains, 
	    or plains).   
	  - If you have 5 or more ranks in Knowledge (dungeoneering), you get 
	    a +2 bonus on Survival checks made while underground.  
	  - If you have 5 or more ranks in Survival, you get a +2 bonus on 
	    Knowledge (nature) checks
	- Listen – DC 15 plus other factors (such as combat, etc ... ) 
		 – to identify an opponent – if you make the DC, for that 
		   opponent the 50% chance miss would not longer apply … 
		 - if the opponent moves more than 5 ft, a concentration check 
		   needs to be made for you to be able to track the opponent … 
		 - but all other penalties for being blind would apply - even 
		   the AC as you have no idea what your opponent is doing 
		   exactly, only where he is ... 


Blind Fight (Free Feat due to Blindness)
- In melee, every time you miss because of concealment, you can reroll your miss 
  chance percentile roll one time to see if you actually hit.
- An invisible attacker gets no advantages related to hitting you in melee. 
  That is, you don’t lose your Dex. bonus to AC, and the attacker doesn’t get 
  the usual +2 bonus for being invisible. The invisible attacker’s bonuses do 
  still apply for ranged attacks, however. 
- Darkness and poor visibility in general reduces your speed to three-quarters 
  normal, instead of one-half.


Deft Hands (Flaw bonus Feat)
- You have exceptional manual dexterity.
- Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.


Scorpion's Resolve (Flaw bonus Feat)
- Like the scorpion, you are not easily distracted.  
- Benefit: You gain a +4 bonus on saving throws against mind-affecting spells 
  and abilities (p53 Sandstorm)


Tactile Trapsmith (Flaw bonus Feat)
- Use your Dexterity modifier instead of your Intelligence modifier for 
  Disable Device and Search checks. You receive no penalty on these checks 
  due to darkness or blindness


DM Eyes Only (Human bonus Feat)
- DM Eyes Only


Scorpion's Sense (1st Level Bonus Feat) (p53 Sandstorm)
- Like the scorpion, you sense other creatures simply by perceiving their 
  contact with the sand.
- You are sensitive to vibrations in the ground and can automatically pinpoint 
  the location of anything that is moving and in contact with the ground so 
  long as it is within 10 feet. The range expands to 20 feet if you are in an 
  area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand. 
  This ability only tells you what square the creature is in, so you still have 
  the normal miss chance from concealment if you cannot see the creature. 


DM's Eyes Only (Flaw)
- DM Eyes Only


Quick (Trait) 
- gain +10' per round, but -1 hp per level


DM Eyes Only (Trait)
- DM Eyes Only


==============================================================================
GEAR	Total WT= 25.5 + 0 = 25.5
	load: light = 26	medium = 53	heavy = 80

WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
0	BODY: 	  OPEN SLOT
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
1	FEET:	  silent shoes
			- grant a +1 circumstance bonus on Move Silently checks
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT
4	Quarterstaff
2	Dagger (2)
1	Throwing Dagger (10)
4 	light crossbow
0.5	quiver and crossbow bolts (5)
5	Bedroll
3		- Desert Outfit (Rolled in Bedroll)
0.5	Belt pouch (left)
--		- Trailbars (5)
--		- twine, 50 ft
--		- Sand filters (2)
0.5	Belt pouch (right)
1		- smokestick (2)
2		- thieves' tools
1		- Coins


==============================================================================
TREASURE (wt = 1 lb)
cp = 20			
sp = 6			
gp = 5			
pp = 1			

Note: Provided 53 gp for group CLW wand


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In Storage:
cp = 		
sp = 	
gp = 		
pp = 		



==============================================================================
SPECIAL NOTES: