Adventure Date: July 3, 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 ============================================================================= In Storage: cp = sp = gp = pp = ============================================================================== SPECIAL NOTES: