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CHARACTER NAME CHARACTER RACE
Sadie Half-Elf
CHARACTER CONCEPT AFFILIATION
Royal Agent the Crown
CLASS/LEVEL ALIGNMENT
Rogue/3 Neutral Good
EXPERIENCE: 3,000 NEXT LEVEL- 6,000 (50%)
ABILITY score modifier HIT POINTS: 20 / 20 hp ST Rength? 11 +0 ACTION POINTS: 6 / 6 DE Xterity? 16 +3 CO Nstitution? 12 +1 INITIATIVE: +3 IN Telligence? 16 +3 SPEED: 30 feet WI Sdom? 11 +0 BASE ATTACK: +2 CH Arisma? 14 +2 ENCUMBRANCE: Light
SAVING THROWS modifier COMBAT RATIN Gs? Fortitude +3 Melee Combat: +1 (+0 strength, -1 trait) Reflex +7 Ranged Combat: +5 (+3 dexterity) Will +2 Armor Class: 16 (+3 dexterity, +3 armor)
modifier SKILL detailed modifiers +11 Balance 6 ranks, +3 dexterity, +2 synergy +8 Bluff 6 ranks, +2 charisma +6 Decipher Script 3 ranks, +3 intelligence +9 Diplomacy 3 rank, +2 charisma, +2 racial, +2 synergy +6 Disguise 4 ranks, +2 charisma; (bluff synergy) +6 Escape Artist 3 ranks, +3 dexterity +6 Forgery 3 ranks, +3 intelligence +9 Gather Information 5 ranks, +2 charisma, +2 racial +10 Jump 6 ranks, +0 strength, +2 synergy, +2 feat +6 Knowledge 3 ranks, +3 intelligence +3 Listen 2 rank, +0 wisdom, +1 racial +4 Move Silently 1 rank, +3 dexterity +9 Search 5 ranks, +3 intelligence, +1 racial +5 Sense Motive 5 ranks, +0 wisdom +8 Sleight of Hand 3 ranks, +3 dexterity, +2 synergy +3 Spot 2 rank, +0 wisdom, +1 racial +13 Tumble 6 ranks, +3 dexterity, +2 synergy, +2 feat
WEAPON GROUPS: Basic Weapons, Fencing Weapons, Exotic Weapons FEATS notes Acrobatic You have a +2 feat bonus to Jump and Tumble checks. Weapon Finesse You use your Dexterity bonus when attacking with Light weapons.
CHARACTER TRAITS Reckless; "you naturally sacrifice accuracy for power in your attacks". (+1 to damage on successful melee attacks, -1 to hit in melee.)
ROGUE FEATURES
does an extra 2d6 points of damage, above and beyond weapon damage. When used with ranged attacks, the opponent must be within 30 feet. This ability does not work on opponents unaffected by critical hits.
higher than 20. A rogue who beats a traps disarm DC by 10 or more can bypass it.
damage from whatever attack prompted the saving throw.
AC against attacks made by traps.
GEAR wt. Courtier's Outfit 6 lbs. Cloak of Resistance +1 1 lb. Beautiful Necklace (105 gp) 1/2 lb. Holy Symbol, Wooden n/a Signet Ring n/a Piton; x3 n/a Potion of Jump; x3 -- Vial, empty 1/10 lb.
Scroll Case 1/2 lb. ^ 4 sheets of paper n/a ^ Ink, & Inkpen n/a ^ Sealing Wax 1 lb. Belt Pouch 1 lb. ^ 64 gold pieces, 30 silver pieces
Hooded Lantern 2 lbs. Manacles 2 lbs.
STOWED GEAR, HOLDINGS, and MOUNTS wt. Two weeks of food, lodging and stabling in a Good Inne Artisan's Outfit, Cleric's Vestments, Entertainer's Outfit, Noble's Outfit, Scholar's Outfit, Traveler's Outfit Bottle of Fine Wine; x3
"Duhla"; Light Horse ^ Bit and Bridle ^ Riding Saddle ^ Saddlebags Disguise Kit 8 lbs. 600 gold pieces (in a bank)
WEAPON Elven Thinblade; Masterwork
You have a +5 attack bonus with this weapon, and inflict 1d8+1 points of damage on a successful hit.
This weapon threatens a critical on a roll of 18-20, and does 2d8+2 damage on a critical hit. This is a "light" one-handed piercing weapon, which weighs 3 lbs.
ARMOR Studded Leather; Masterwork
You have a +3 armor bonus with this suit of armor. It has a maximum dexterity bonus of +5, and a check
penalty of -0. The Arcane Spell failure is 15%, and its encumbrance level is Light. 20 lbs.
total weight (37 lbs) pg. 162
ENCUMBRANCE scale Mx Dex? Check Speed/Run
LIGHT 0-38 lbs none none 30 ft/x4
MEDIUM 39-76 lbs +3 -3 20 ft/x4
HEAVY 77-115 lbs +1 -6 15 ft/3⚠ </pre>