Daruin | |
Aliases: | None |
Age: | 21 |
Hair: | Brown |
Eyes: | Brown |
Height: | 5'10" |
Weight: | 140 lbs. |
Race: | Human |
Class: | Beguiler 1 |
Alignment: | Neutral |
Level: | 1 |
Experience: | 0 |
Hit Points: | 8/8 |
Gold: | 17.9 |
Current Status: | Active |
Played by Ibis |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 14 | +2 | +0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 20 | +5 | +0 | +0 |
Wisdom | 14 | +2 | +0 | +0 |
Charisma | 14 | +2 | +0 | +0 |
Armor Class | |
Total | Base 10 + Dexterity + Armor = 16 |
Flat-Footed | 14 |
Touch | 12 |
Saving Throws | Base | Bonus | Total |
Fortitude | +0 | +2 | +2 |
Reflex | +0 | +2 | +2 |
Will | +2 | +1 | +3 |
BAB | Mod | Total Range/Melee |
+0 | +Dex/+Str | +2/+0 |
Initiative |
Dex = +2 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +5 | +0 | +0 | +5 |
X | Balance (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Bluff (Cha) | +4 | +2 | +0 | +0 | +6 |
X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
X | Concentration (Con) | +4 | +2 | +0 | +0 | +6 |
C | Craft (Int) | +0 | +5 | +0 | +0 | +5 |
X | Decipher Script (Int) | +0 | +5 | +0 | +0 | +5 |
X | Diplomacy (Cha) | +0 | +2 | +0 | +0 | +2 |
X | Disable Device (Int) | +0 | +5 | +0 | +0 | +5 |
X | Disguise (Cha) | +0 | +2 | +0 | +0 | +2 |
X | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Forgery (Int) | +0 | +5 | +0 | +0 | +5 |
X | Gather Information (Cha) | +4 | +2 | +0 | +0 | +6 |
C | Handle Animal (Cha) | +0 | +2 | +0 | +0 | +2 |
C | Heal (Wis) | +0 | +2 | +0 | +0 | +2 |
X | Hide (Dex) | +4 | +2 | +0 | +0 | +6 |
C | Intimidate (Cha) | +0 | +2 | +0 | +0 | +2 |
X | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
X | Knowledge (Arcane) (Int) | +4 | +5 | +0 | +0 | +9 |
X | Knowledge (Local) (Int) | +4 | +5 | +0 | +0 | +9 |
X | Listen (Wis) | +4 | +1 | +0 | +0 | +5 |
X | Move Silently (Dex) | +4 | +2 | +0 | +0 | +6 |
X | Open Lock (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Perform (Cha) | +0 | +2 | +0 | +0 | +2 |
X | Profession (Wis) | +0 | +2 | +0 | +0 | +2 |
C | Ride (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Search (Int) | +0 | +5 | +0 | +0 | +5 |
X | Sense Motive (Wis) | +0 | +2 | +0 | +0 | +2 |
X | Sleight of Hand (Dex) | +4 | +2 | +0 | +0 | +6 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +4 | +5 | +0 | +0 | +9 |
X | Spot (Wis) | +4 | +2 | +0 | +0 | +6 |
C | Survival (Wis) | +0 | +2 | +0 | +0 | +2 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
X | Tumble (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Use Magic Device (Cha) | +4 | +2 | +0 | +0 | +6 |
C | Use Rope (Dex) | +0 | +2 | +0 | +0 | +2 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Trade Tongue, Literacy, Sylvan, Goblin, Draconic
Skill Tricks:
Skill Point Total:
1: 44
Feats:
H: Spell Focus (Illusion)
1: Spell Focus (Enchantment)
Class Abilities:
Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields.
Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. To cast a beguiler spell, you must have an Intelligence score of 10 + the spell’s level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler’s spell is 10 + the spell’s level + the beguiler’s Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table. In addition, you receive bonus spells for a high Intelligence score (PH 8). A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler’s limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
Trapfinding: Beguilers 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. Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A beguiler 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 his allies) without disarming it.
Racial Abilities:
Human:
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Dagger | +0 | 1d4 | 19/20 x2 | Piercing or Slashing |
Rapier | +0 | 1d6 | 18/20 x2 | Piercing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Chain Shirt | +4 | +4 | -2 | 20% | 30ft | 25lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Chain Shirt
Rapier
Dagger
Backpack
Bedroll
Trail Rations 6/days
Waterskin
Sunrods x2
Masterwork Thieve's Tools
Statistics of Items Here:
Spells per Day:
0: 5
1: 5
Spell DCs:
10 + 5 + Spell Level
Spells Known:
Cantrips:
Dancing Lights
Daze
Detect Magic
Ghost Sound
Message
Open/Close
Read Magic
Level 1:
Charm Person
Color Spray
Comprehend Languages
Critical Strike
Detect Secret Doors
Disguise Self
Expeditious Retreat
Hypnotism
Mage Armor
Obscuring Mist
Rouse
Silent Image
Sleep
Undetectable Alignment
Whelm
Character History:
Daruin has something most would consider a bleak past, but in all honesty he does his very best not to let it get him down, for only a fool lets his past control him. His earliest memories place him growing up on the streets of Avalon city, where he quickly learned the most valuable skill anyone can learn in such a situation: how to come out on top without getting your hands dirty. He had an innate gift when it came to making deals or negotiating what he needed, and it wasn't hard for him, even at a young age, to make a little coin to settle disputes between street gangs.
However, despite his nature, Daruin didn't have trouble making actual friends of his own. His best friend was a young girl named Morgan, about a year younger than he was, whom he took care of for the most part. Morgan was seemingly more innocent then Daruin, and he felt that it was his job to look after those who were weaker or not as capable as he was. As they grew up together, it was easy to see the bond the two shared, one that seemed that would blossom into eventually love as they grew past childhood.
When Daruin was 16, he encountered a well to do noble, of whom was being cheated out of some money by a shopkeep. He interjected in their transaction, and, despite the disgruntled shopkeep, made a friend out of the noble. The noble's name was Alice, the daughter of some well to do person, of whom Daruin never really found important to note. Amused by Daruin, she offered him a job as something of a negotiator for future business deals she planned to conduct. Daruin agreed, under the condition that he be provided room and board for himself and Morgan for the duration of the job.
For the next three years, Daruin worked for Miss Alice, as he came to call her, and mostly enjoyed his life. In many ways, from how those on the street saw it, he had made his mark, and was on top of the world. Miss Alice paid well, and to be able to live in the guest house of someone wealthy was a dream come true. His job was simple: he would go with Miss Alice to business deals she would conduct in person. If he felt she was not getting the best deal she could get, he would simply pass her a note to advise her on what she should counter with. The job worked well for the time being for the former street rat, but alas, all was not to conclude into a happy ending.
While Morgan and Daruin remained close, Miss Alice had taken quite the fancy to Morgan herself. The much older woman seemed to entice Morgan on some level as well, and behind Daruin's back, they had several secret meetings. During this time, they indulged in more intimate manners then casual friends would call normal, though Daruin was none the wiser to it at first. Over the course of the last six months of Daruin's job for Miss Alice, Morgan and his employer met some twice to three times a week.
Of course, Daruin wasn't stupid, and caught on eventually. He knew there was a change in Morgan that he couldn't put his finger on. At first, she simply had less time for him. Later, she stopped really giving him that much attention. Soon they barely talked, before Daruin had finally had enough. During one of Morgan and Miss Alice's meetings, Daruin had followed Morgan to Miss Alice's room. Without a thought, he burst into the room to get to the bottom of this, and what he found…was most shocking.
As it turned out, Miss Alice was quite into…the more unusual areas of sexual debauchery, and had quickly enticed Morgan into trying out some wild scenarios. Daruin found himself walking into a room filled with bondage gear, with Morgan naked save a leather slave's collar, and Miss Alice in a corset and stockings. The scene itself was enough for Daruin to fill in the pieces, and without another word, he turned and left that estate for good. He used the money he had saved from his previous job to afford himself some education in the meantime, and today he finds himself looking for new work, while trying to move past what he considers to be a most heinous betrayal of his heart, and the severing of the only bonds he truly had.