Drinking & Dragons

Difference between revisions of "User:Wizardoest/PCs/Silas Killingsworth"

From Drinking and Dragons
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* Bane (Human): +2 and +2d6 dmg
* Bane (Human): +2 and +2d6 dmg
* Dueling: +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.
* Dueling: +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.
'''Ranged:''' [+1] Shortbow +17/12 (1d4 / 20&times;3 / 60') <br/>
'''Ranged:''' Shortbow +16/11 (1d4-1 / 20&times;3 / 60') <br/>
'''Ranged:''' Wand of Scorching Ray +16 (4d6 fire / 20&times;2 / 30') <br/>
'''Ranged:''' Wand of Scorching Ray +16 (4d6 fire / 20&times;2 / 30') <br/>
'''Special''' +7d6 sneak attack<br/>
'''Special''' +7d6 sneak attack<br/>
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* Climb +10
* Climb +10
* Swim +7
* Swim +7
* Ride +15
* Survival +9
* Knowledge (local) +17
* Knowledge (local) +17
* Disguise +15 (+25 with Hat)
'''Languages''' Common, Halfling, Elven, Dwarven, Goblin
'''Languages''' Common, Halfling, Elven, Dwarven, Goblin
<hr>
<hr>
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: Scorching Ray
: Scorching Ray
: Greater Invisibility (4 rounds)
: Greater Invisibility (4 rounds)
;Hat of Disguise
<hr>
<hr>
;Reactionary (Trait)
;Reactionary (Trait)

Revision as of 06:27, 17 July 2011

Silas Killingsworth

Rogue 13
CN Small Halfling
Faction Qadira
Init +9 (+13 with sword);


AC: 27; Touch: 21; Flat-footed: 20
(+1 size; +7 dex; +6 mithral chain shirt [improved shadow]; +3 ring of protection)
HP: 81 (13d8+13[favored class])
Fort: +8, Ref +12, Will +8
Special +2 vs fear


Speed: 30' (Boots of Springing & Striding)
Melee: [+2] Shortsword +20/15 (1d4+1 / 19×2)
Melee: [+2] Shortsword +18/13 & +18/13 (1d4+1 / 19×2)

  • Bane (Human): +2 and +2d6 dmg
  • Dueling: +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.

Ranged: Shortbow +16/11 (1d4-1 / 20×3 / 60')
Ranged: Wand of Scorching Ray +16 (4d6 fire / 20×2 / 30')
Special +7d6 sneak attack
Space: 5'; Reach: 5'; BAB: +9/4;
Combat Maneuver Bonus: +8 Combat Maneuver Defense: 28


Abilities Str 9, Dex 24 (20), Con 10, Int 16, Wis 10, Cha 12
Feats 1: Two Weapon Fighting; 3: Combat Expertise (-3 att, +3 dodge AC); 5: Improved Feint; 7: Defensive Combat Training; 8R: Weapon Focus (Short Sword); 11: SF (UMD); 13: Combat Reflexes
Skills ACP -2

  • Bluff +15
  • Perception +13
  • Stealth +28 (11 ranks, +3 trained, +4 size, +10 armor)
  • Sleight of Hand +18
  • Acrobatics +23
  • Disable Device +21
  • Diplomacy +15
  • UMD +21
  • Climb +10
  • Swim +7
  • Knowledge (local) +17
  • Disguise +15 (+25 with Hat)

Languages Common, Halfling, Elven, Dwarven, Goblin


Items

Potion
Barkskin +4
Waterbreathing
Fly
Fly
CSW
Wand
Scorching Ray
Greater Invisibility (4 rounds)
Hat of Disguise

Reactionary (Trait)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Desert Shadow (Qadira Faction)
You move with a quick and quiet grace, and your enemies are often taken unaware by your silent speed. When using the Stealth skill to move at full speed, you no longer suffer a –5 penalty on your Stealth skill check.
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.