Adventure Date: August 3, 2011
Last Updated: April 17, 2011
class: rogue/swordsage race: Bedine human
level: 5 = 2/1 alignment: DM Eyes Only
xp: 10,000 + 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
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STR: 8 -1 HP: 16 Speed: 40 ft x 0.75 = 30ft
DEX: 18 +4 AC: 16 (20 w. mage armor)
CON: 10 +0 = 10 + 0(+4) + 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(16) Initiative: +5
Base Attack: +1
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Total = base +Mod +magic +misc
Fortitude: +0 = 0
Reflex: +9 = 5 +4
Will: +8 = 2 +4 +2 DM Eyes Only
- gain a +4 bonus on saving throws against mind-affecting spells and abilities
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50% miss chance on all attacks unless listen/concentration checks made
Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
Quarterstaff +0 1d6-1 x2 - B w. Raven
- double weapon -4/-8 1d6-1/1d6-1 x2 - B
Dagger +1, +7 1d4 19-20/x2 10 ft P/S magic
Returning
Sleeve Dagger +4 1d4-1 19-20/x2 - S/P
Dagger +6 1d4-1 19-20/x2 - S/P
Dagger, thrown +6 1d4-1 19-20/x2 10 ft S/P
Throwing Dagger +5 1d2-1 x2 10 ft P
Light crossbow +5 1d8 19-20/x2 80 ft P
Flash pellet +5 blind 1 round & n/a 5 ft light DC 15 fortitude
dazzle 1 round area = 5 ft radius
- range attack vs AC 5: see PHB p158 throw splash weapons for miss results
Protective AC Max Check Spell
Item Type bonus Dex penalty Failure Speed WT Notes
------------- ---- ----- ---- ------- ------- ----- --- ------
mage armor armor +4 n/a n/a n/a n/a n/a potion, 1 hour
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SKILLS: Total = 54 max = 8/4 Ability Mod Ranks Misc
+2 appraise INT +2
+5 balance DEX +4 3 -4 blind/-0 armor-load/+2 tumble
-1 bluff CHA -1
-5 climb STR -1 -4 blind/-0 armor-load
+4 concentration CON +0 4
+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
+16 listen WIS +4 6 +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
+10 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
+8 tumble DEX +4 6 -4 blind/-0 armor-load/+2 jump
+6 use magic device CHA -1 6 +1
+6 use rope DEX +4 +2 deft hands
no speak languages n/a 0cc
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SPECIAL ABILITIES / FEATS
Armor: light
Shields: none
Weapons: all simple, hand crossbow, rapier, sap, shortbow, 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
Weapon Finesse (3rd level bonus feat)
-With a light weapon, rapier, whip, or spiked chain made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on
attack rolls. If you carry a shield, its armor check penalty applies to your attack
rolls. Natural weapons are always considered light weapons.
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GEAR Total WT= 20 + 0 = 20
load: light = 26 medium = 53 heavy = 80
WT Item
--- ---------------------
0 traveler's outfit
- flash pellets: disguised as buttons (55 gp each) x2
- all creatures within a 5-foot-radius burst must
succeed on a DC 15 Fortitude save or be blinded
for 1 round and dazzled for 1 round after that.
0 HEAD: OPEN SLOT
0 FACE: OPEN SLOT
0 THROAT: Magic Amulet (Amulet of Natural Armor +1?; 2,000 gp ?)
- grants +1 natural armor AC bonus ?
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
1 ARMS: Inquisitor Bracers (1,500 gp)
- heavy steel bracers marked with grim symbol of Kelemvor
- swift action to activate
- next normal melee attack (not a touch attack) before end of
turn includes a Cure Moderate Wounds effect (2d8+5 hp)
- usable 3/day
0 HANDS: OPEN SLOT
0 RING1: OPEN SLOT
0 RING2: OPEN SLOT
0 SHIELD: OPEN SLOT
1 Returning Dagger +1 (8,302 gp)
- returns to thrower's original location just before creature's next turn
- free action to catch, and ready to use right away
- if cannot be caught, or thrower has moved away, weapon falls to ground
1 sleeve dagger (Left Sleeve)
0.5 bandoleer (holds 8/8 items, size of dagger or flask)
1 - throwing dagger x8
4 light crossbow
1 quiver
- crossbow bolts x10
5 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
0.5 - Coins
0.5 - Sending Stones (700 gp each, 1,400 gp & 1 lb for pair)
- pair of two identical round fist sized chunks of unworked stone
- each stone must be in different creature's possession to work
- each stone can be used 1/day
- bearer can send a message (as "sending" spell) to the bearer
of the other stone (Katharina)
- if stone not in creature's possession no message is sent,
and you know communication has failed
- if either pair destroyed, the other becomes useless
1 potion belt = 7/6 vials
- retrieving a potion/vial is a free action once per round
0 - Oil of Magic Weapon (50 gp) = x1
- Potion of Cure Light Wounds ??: 1d8+1 (50 gp) = x2
- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x2
- Potion of Shield of Faith: +2 Deflection AC bonus (50 gp) = x1
- Potion of Shield of Faith ??: +2 Deflection AC bonus (50 gp) = x1
Carried by Raven
4 Shribryn's quarterstaff
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TREASURE (wt = 0.5 lb)
pp = 5
gp = 7
sp = 5
cp = 18
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In Storage: with carnival
pp = 7
gp = 5
sp = 6
cp = 4
Desert Outfit
gp = 107 to Pelias for "Healing Belt"
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SPECIAL NOTES:
food rations = -1 day for Chapter 10