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User:Wizardoest/PCs/Creed Dunder

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Creed Dunder (ECL1)

Logsheet

Rogue 1
CN Small halfling
Init +3; Senses: Listen +6; Spot +4


AC: 14; Touch: 14; Flat-footed: 11
(+3 dex; +1 size)
HP: 7 (1d6+1)
Fort: +3, Ref +6, Will +1
Special: +2 morale bonus on saving throws against fear


Speed: 20'
Melee: Touch +2
Ranged: Touch +4
Sneak +1d6
Special +1 for size; +1 with thrown weapons
Space: 5'; Reach: 5'; BAB: +0; Grapple: +1


Abilities Str 10 +0 | Dex 16 +3 | Con 12 +1 | Int 16 +3 | Wis 10 +0 | Cha 14 +2
Feats Combat Expertise
Skills

Acrobatics (Dex) (4 ranks)
Balance +7
Tumble +7
Athletics (Str) (2 ranks)
Climb (+2 racial) +4
Jump (+2 racial) +4
Swim +2
Animals (Cha) (0 ranks)
Handle Animal +2
Ride +2
Concentration (Con) (0 ranks)
Autohypnosis +2
Concentration +2
Craft (Int) +3
Skill (0 ranks)
Deception (Cha) (4 ranks)
Bluff +6
Disguise +6
Influence (Cha)(2 ranks)
Diplomacy +4
Intimidate +4
Heal (Wis) (0 ranks) +0
Inspect (Int) (4 ranks)
Appraise +7
Search +7
Legerdemain (Dex) (2 ranks)
Escape Artist +5
Sleight of Hand +5
Linguistics (Int) (0 ranks)
Decipher Script +3
Forgery +3
Mechanics (Dex) (4 ranks)
Disable Device +7
Open Locks +7
Notice (Wis) (4 ranks)
Listen (+2 racial) +6
Spot +4
Perform (Cha) (0 ranks) +2
Profession (Wis) (0 ranks) +0
Streetwise (Wis) (4 ranks)
Gather Information +6
Sense Motive +6
Spellcraft (Int) (2 ranks)
Psicraft +5
Spellcraft +5
Stealth (Dex) (4 ranks)
Hide (+4 size) +11
Move Silently (+2 racial) +9
Survival (Wis) (0 ranks)
Survival
Use Rope
Use Magic (Int) (0 ranks)
Use Magic Device
Use Psionic Device
Knowledge (Local; Tactics; Nobility; Geography) (2 ranks each) +5
Initiative (n/a) (0 ranks)
Speak Language
Int: Common, Halfling; Dwarven, Elven, Goblin
Truespeak (Int) (0 ranks)

Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.