|Class:||Rogue 2/Paladin 5|
|Played by Abbassia|
|Conditional defense Modifiers Here|
|Conditional offense modifier Here|
|Small Kukri +1||+14||1d3+1||Slashing||18-20/x2||Melee|
|Small Kukri +1/Masterwork Small Kukri +1||+12/+12||1d3+1/1d3+1||Slashing/Slashing||18-20/x2/18-20/x2||Melee/Melee.|
|Small Dagger||+12||1d3||Slashing or Piercing||19-20/x2||Melee/20 ft.|
|Masterwork Small Longbow||+13||1d6||Piercing||×3||150 ft.|
|Masterwork Small Longbow (Barbed Arrows)||+13||1d6||Piercing||19-20/x2||150 ft.|
|C||U||Climb (Str)||+ 0||- 1||+ 0||+ 2||+ 0||+ 1|
|C||U||Jump (Str)||+ 0||- 1||+ 2||+ 0||+ 0||+ 1|
|C||U||Swim (Str)||+ 0||- 1||+ 0||+ 0||+ 0||- 1|
|C||U||Balance (Dex)||+ 5||+ 5||+ 2||+ 0||+ 0||+ 12|
|C||U||Escape Artist (Dex)||+ 0||+ 5||+ 0||+ 0||+ 0||+ 5|
|C||U||Hide (Dex)||+ 5||+ 5||+ 0||+ 4||+ 0||+ 14|
|C||U||Move Silently (Dex)||+ 6||+ 5||+ 0||+ 2||+ 0||+ 13|
|C||-||Open Lock (Dex)||+ 0||+ 5||+ 0||+ 0||+ 0||+ 5|
|C||U||Ride (Dex)||+ 0||+ 5||+ 0||+ 0||+ 0||+ 5|
|C||-||Sleight of Hand (Dex)||+ 0||+ 5||+ 0||+ 0||+ 0||+ 5|
|C||-||Tumble (Dex)||+ 10||+ 5||+ 0||+ 0||+ 0||+ 15|
|C||U||Use Rope (Dex)||+ 0||+ 5||+ 0||+ 0||+ 0||+ 5|
|C||U||Concentration (Con)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|C||U||Appraise (Int)||+ 0||+ 4||+ 0||+ 0||+ 0||+ 4|
|C||U||Craft (Int)||+ 0||+ 0||+ 4||+ 0||+ 0||+ 4|
|C||-||Decipher Script (Int)||+ 0||+ 4||+ 0||+ 0||+ 0||+ 4|
|C||-||Disable Device (Int)||+ 4||+ 4||+ 0||+ 0||+ 0||+ 8|
|C||U||Forgery (Int)||+ 0||+ 4||+ 0||+ 0||+ 0||+ 4|
|C||-||Knowledge (Int)||+ 2||+ 4||+ 0||+ 0||+ 0||+ 6|
|C||U||Search (Int)||+ 4||+ 4||+ 0||+ 0||+ 0||+ 8|
|-||-||Spellcraft (Int)||+ 0||+ 4||+ 0||+ 0||+ 0||+ 4|
|C||U||Heal (Wis)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||U||Listen (Wis)||+ 9||+ 0||+ 0||+ 2||+ 0||+ 11|
|C||-||Profession (Wis)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 4|
|C||U||Sense Motive (Wis)||+ 6||+ 0||+ 0||+ 0||+ 0||+ 6|
|C||U||Spot (Wis)||+ 10||+ 0||+ 0||+ 0||+ 0||+ 10|
|-||U||Survival (Wis)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||U||Bluff (Cha)||+ 10||+ 3||+ 0||+ 0||+ 0||+ 13|
|C||U||Diplomacy (Cha)||+ 10||+ 3||+ 2||+ 0||+ 0||+ 14|
|C||U||Disguise (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|C||U||Gather Information (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|C||-||Handle Animal (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|C||U||Intimidate (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|C||U||Perform (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|C||-||Use Magic Device (Cha)||+ 10||+ 3||+ 0||+ 0||+ 0||+ 13|
|-||-||Speak Language||+ 2|
-U = usable untrained
-C = class skill
|-||Religion||Common, Trade Tongue, Celestial||Squeak Speak, Axios||-||-||-|
Level 1 - Point Blank Shot: You are skilled at making well-placed shots with ranged weapons at close range.
REP purchased - Weapon Finesse: 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.
Level 3 - Weapon Focus (Kukri): Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You can choose "unarmed strike" or "grapple" for your weapon for purposes of this feat. If you are a spellcaster, you can choose "ray," in which case you are especially good with rays, such as the one produced by the ray of frost spell.
REP purchased - Two Weapon Fighting: You can fight with a weapon in each hand. You can make one attack each round with the second weapon.
Level 6 - Far Shot: You can get greater distance out of a ranged weapon.
Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled in getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
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.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Charging Smite (Su): Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit. (In addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.
10+2+Spell Level = 12+Spell Level
Spells per Day:: Paladin Spells
Level 1: 1
Beastfolk Small Rodent (Mouseling)
Small Rodents and Lapids
This group includes chipmunks, mice, rabbits, and squirrels, among others.
+2 Dexterity, +2 Constitution, -2 Strength
-Small-size: A small rodent or lapid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but also uses smaller weapons than humans use, and lifting and carrying limits are three-quarters of those of a Medium character.
-20' movement speed.
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
-Frantic Scurry: When running, small rodents and lapids can move five times their normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or four times their speed if wearing heavy armor or carrying a heavy load. If they make a jump after a running start (see the Jump skill description), they gain a +4 bonus on the Jump check. While running, they retain their Dexterity bonus to AC. This stacks with the Run feat, increasing each modifier by one (x5 run speed becomes x6 and x4 run speed becomes x5).
-Keen Hearing: +2 to all Listen checks.
-Variable Movement Types: A small rodent or lapid may choose to gain a +2 racial bonus to two of either Climb, Jump, or Move Silently, chosen at character creation. Mice and chipmunks generally take Climb and Move Silently, rabbits Jump and Move Silently, and squirrels Climb and Jump.
|Small Kukri +1||1d3+1||18-20/x2||Melee/10 ft.||Slashing||-|
|Small Kukri +1||1d3+1||18-20/x2||Melee/10 ft.||Slashing||-|
|Small Dagger||1d3||19-20/x2||Melee/10 ft.||Slashing or Piercing||-|
|Small Sap||1d4||x2||Melee||Nonlethal Bludgeoning||-|
|Masterwork Small Longbow||1d6||x3||100 ft.||Piercing||-|
|Masterwork Studded Leather||3||Armor||5||0||15%||20 ft.||-|
|Head||Traveler's Outfit, Hood||-|
|Neck||Chronocharm of the celestial wanderer||1/day reroll one Listen or Spot check|
|Shoulders||Cloak of Charisma +2||+2 enhancement bonus to Cha|
|Torso||Vest of Resistance +2||+2 to saving throws|
|Arms||Deathstrike bracers||3/day use melee weapons to deal critical hits or sneak attacks to creatures immune to such attacks for 1 round|
|Hands||Gloves of Dexterity +2||+2 enhancement bonus to Dex|
|Waist||Traveler's Outfit, Sturdy Belt||-|
|Feet||Boots of the Cat||+5 to move silently checks|
|Pack||Heward's Handy Haversack||Holds up to 120 lb., but weighs only 5 lb.; all objects stored are easily accessible|
List of Items Here:
Basic Adventuring Package
4x Flasks of Holy Water
Dust of Tracelessness
Wand of Cure Light Wounds
Wand of Bless
Wand of Restoration, Lesser
2x potions of Cure Serious Wounds
Holy Symbol, Silver
Lesser Crystal of Acid Assault
Least Crystal of True Death
Statistics of Items Here:
That doesn't go there
Catacombs of Chaos
Sewer Strangers Part One
Howard the Unlucky
Lucy the Generous [Pt1]
TMNG Pt 1 TLDR
A New Breed of Evil
The Ministry of Winds
The Taint of the Miasmes des Mort
Ghost War Fortifying the City
A Bone to Pick
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
A short yet slender figure, no taller than a Gnome or a Halfling, Gram shows the hallmarks of the archetypal Mouseling; large ears protruding from the sides of his head, perking upwards as a set of wide dark-orbed eyes add to a visage of cautious curiosity, a pink button nose tips the rodent's whiskered snout atop a small thin mouth with an unassuming expression, small pinkish clawed hands with long thin digits clasp together out of habit, while Gram stands on similarly pinkish feet, though longer and larger, well suited for a rodent's scurry.
A long wormy tail pokes out from beneath the back of Gram's Garb, laying docile on the ground with the odd twitch or swish, such as the tails of beastfolk are. The Mouseling's dress formed from a dusty yellowish priestly robe, patterning with his glistening white fur to form the colors of Sol Invictus, whom the Paladin Mouse follows, around his neck dangles a golden sun disc, the holy symbol of the Morninglord.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
On a closer look, the patches fur on Gram's arms appear to be shorter and uneven than those on the rest of his body, this is due to a peculiar mannerism apparent in Mouselings that Gram has picked up, see below.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Gram, as expected, is a soft-spoken sort of person, though being a Paladin means that one must be eloquent in certain matters of discussion, for the most part, the little Mouseling prefers efficiently participating in as little syllables as possible. Behaviorally though, the Mouseling exhibits a wide range of reactions, the position of his ears and tail telling marks of Gram's mood, laying back and shaking respectively in moments of distress or nervousness.
Gram has developed the habit of "Barberism", common among mouselings and while somewhat unrelated to the general level of culture he maintains, it means that he has the habit of nibbling away patches of fur when nervous, similar to nail biting in Humans, though he tries not to exhibit this behavior in front of non-Micefolk, as he understands that it may not seem too socially acceptable.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Gram was born in the Southern Avalon Wharf District, quite a distance away from Avalon proper and nestled amongst the swaths of downtrodden slums, though the commerce passing through Avalon's southern ports meant that the wharf and the main roads were better guarded by the Avalon Watch, it was still just below any place in Avalon's Midtown.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Gram comes from a singular line of Mouseling that found their livelihood in the Avalon Wharf district, as while a Mouseling is usually ill suited for the labor intensive work related to the shipping industry, the Chandler clan fill a niche in the organization and administrative work related to shipping, Gram's father,
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
5) How did you get along with your family?
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
1) Who were your friends as a child? As an adolescent? As an adult?
2) How many of these people are still alive? How many are you still friends with?
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
4) What do you look for in a friend?
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
3) What gods, religions, or priesthoods will you have nothing to do with?
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
3) Do you have any enemies? How much trouble do those conflicts cause you?
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
2) What do you hate? How do you typically react to these hated things?
3) What do you fear? What is your worst nightmare?
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)