Difference between revisions of "Pill ECL7"
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+ | [[Category:Dead Gods Charsheets]] | ||
+ | [[Category:Charsheets]] | ||
+ | [[Category:ECL 07]] | ||
<html><pre>Pill | <html><pre>Pill | ||
(Fe?)Male Changeling Rogue (feat, racial) 3 / Marshal 2 / Chameleon 2 | (Fe?)Male Changeling Rogue (feat, racial) 3 / Marshal 2 / Chameleon 2 |
Latest revision as of 16:47, 25 June 2007
Pill (Fe?)Male Changeling Rogue (feat, racial) 3 / Marshal 2 / Chameleon 2 NN Medium Humanoid (Shapechanger), ECL7 Speaks Common, Planar Trade, Giant, Terran. Fraction: The Society of Sensations ************************* Str 08 (-1) [00 pts] Dex 16 (+3) [06 pts] +2(Enh) Con 14 (+2) [06 pts] Int 14 (+2) [06 pts] Wis 14 (+2) [04 pts] +2(Enh) Cha 19 (+4) [10 pts] +1(HD) +2(Enh) ************************* HP 3d6 + 4d8 + 14 = 45 AC +3(dex) +4(armor) +1(aura) = 18, Touch 14, Flat 15 Init +3(dex) +4(feat) +4(cha) = +11 BAB +4, Grapple +3 Speed 30 ft Saves: Fort +1(Rog) +3(Mar) +0(Chm) +2(Con) = +6 [+2(chamfocus)] Ref +3(Rog) +0(Mar) +0(Chm) +3(Dex) +2(luck) = +8 [+2(chamfocus)] Will +1(Rog) +3(Mar) +0(Chm) +2(Wis) = +6 [+2(chamfocus)] * +2 racial vs sleep and charm * +2 to some saves depending on Chameleon focus, see under "abilites" * Luck bonus to lowest base save until luck pool not empty Luck pool: Reroll Initiative 3/day ************************* Attacks: 1. Hand Crossbow, ranged AB: +4(BAB) +3(Dex) +1(Mwk) = +8 Damage: 1d4+0 ************************* Feats: FLW: Lucky Start [CS] HD1: Able Learner RBF: Improved Initiative HD3: Unbelievable Luck [CS] RBF: Daunting Presence [LM] MAR: Skillfocus (Diplomacy) HD6: Practiced Spellcaster CHA: [variable] ************************* Flaws&Traits: * Greater Noncombatant (-6 melee) * Androgynous (no opposite sex disguise penalty, -1 to intimidate) ************************* Changeling racial traits: * Favored class: Rogue * Misc save and skill boni, included where appropriate * Minor Change Shape (Su) ************************* Rogue abilities: * Proficiency with hand crossbow * Bonus feats (as fighter) [UA] * Social Intuition [RoE] * Minor Lore [RoE] * Evasion ************************* Marshal abilities: * Proficiency with simple and martial weapons, all armor, non-tower shields * Minor Aura (Motivate Dexterity) * Major Aura (Motivate Care) +1 ************************* Chameleon abilities: * Aptitude Focus 1/day (+2) ** Arcane: spellcasting. will save, competence on k(arcana), spellcraft ** Combat: attack & damage, fort save ** Divine: spellcasting. fort & will save, competence on k(religion) ** Stealth: trapfinding, uncanny dodge. ref save, competence on DD, hide, MS, OL, search ** Wild: wild empathy, woodland stride. fort save, competence on climb, handle, jump, k(nature), survival ************************* Skills (82/88 ranks): = Bluff +5(rank) +4(cha) +2(racial) = +11 * Concentration +8(rank) +2(con) = +10 = Diplomacy +10(rank) +4(cha) +2(bluff) +2(k(n&r)) +2(sense motive) +3(skillfocus) = +23 * Disguise +10(rank) +4(cha) +2(bluff) +10(circumstance) +2(circumstance(vestment)) +2(circumstance(kit)) = +30 = Gather Info +3(rank) +4(cha) = +7 * Hide +0(rank) +3(dex) +4(cha) = +7 = Intimidate +0(rank) +4(cha) +2(racial) +2(bluff) -1(trait) = +7 * Knoweledges ** Arcana +5(rank) +2(int) +1(lore) = +8 ** Local [Sigil] +1(rank) +2(int) +1(lore) = +4 ** Nobility&Royalty +5(rank) +2(int) +1(lore) = +8 ** Religion +1(rank) +2(int) +1(lore) = +4 ** The Planes +1(rank) +2(int) +1(lore) +2(competence(atlas)) = +6 * Martial Lore +1(rank) +2(int) = +3 * Move Silently +0(rank) +3(dex) +4(cha) = +7 * Open Lock +1(rank) +3(dex) +2(competence(tools)) +4(cha) = +10 * Search +0(rank) +2(int) +1(competence(eye)) = +3 = Sense Motive +6(rank) +2(wis) +2(racial) = +10 * Sleight of Hand +5(rank) +2(dex) +2(bluff) +4(cha) = +13 * Spellcraft +5(rank) +2(int) +2(k(arcana)) = +9 [+2(UMD synergy for scrolls)] * Spot +10(rank) +2(wis) = +12 * Tumble +1(rank) +3(dex) +4(cha) = +8 * Use Magic Device +10(rank) +4(cha) = +14 [+2(synergy for scrolls)] (Marshal aura Motivate Dexterity provides +Cha to dex-based skills) (Take 10 is always possible for skills marked with "=") (Chameleon focus boni not included) ************************* Skilltricks [CS]: * Assume Quirk (no familiarity bonus on spot to detect disguise) * Second Impression (Bluff check to recover blown disguise) * Conceal Spellcasting (Sleight of Hand check to hide the cast) ************************* Items: * Crossbow, Hand, Darkwood, Masterwork ($134 (party-crafted), 1 lbs) ** Bolt x10 ($1, 1 lb) ** Bolt, Cold Iron x10 ($2, 1 lb) ** Bolt, Silver x10 ($21, 1 lb) * Mithral Chainshirt ($367 (party-crafted), 12.5 lbs) * Cloak of Charisma +2 ($4000, 2 lbs) * Gloves of Dexterity +2 ($4000) * Explorer's Outfit, fireproof, inside pocket ($61) [CS] * Vestment of Many Styles ($500) * Money belt ($4) [AaEG] (pickpocket DC+5) * Feather fall amulet ($50) * Spell component pouch ($5, 2 lbs) ** Angel down ($100) [CM] (Extend spell, on abjurations only) ** Fairy dust ($100) [CM] (Extend spell, on transmutations only) * Holy symbol, cheap ($1) * Иггдрассилевское колечко, Mwk (78) * Portal keys ** серебряное перо аркадианского голубесокола ($100) * Scrolls ** Joyful Noise ($50) [CV, bard 1, CL 2] ** Mimicry ($50) [CS, bard 1, CL 2] ** Mask of the Ideal ($200) [CM, bard 2, CL 4] * Heward Handey Haversack (2000, 5 lbs) (25.5 lbs total, light load up to 26 lbs) ($1009 left, in the money belt) * HHHidden stuff (36.5/120 lbs): ** Bolt *43 ($5, 4 lbs) ** Bolt, Cold Iron *10 ($2, 1 lb) ** Bolt, Silver *10 ($21, 1 lb) ** Dagger, Cold Iron ($4, 1 lb) ** Arcane key ($500) ** Thief tools, Mwk ($100, 2 lbs) ** Disguise kit ($50, 8 lbs) (10/10 uses) ** Mechanus eye ($100) [PlanarHB] ** Planar atlas ($25, 2 lbs) ** Spellbook, fireproof ($50, 5 lbs) ** Acid flask x2 ($20, 2 lbs) ** Alchemist fire ($20, 1 lb) ** Auran mask ($60) [CM] ** Weeping flask ($50) [CM] ** Everlasting ration ($350) [HoB] ** Blessed bondage x2 ($20) [HoB] (autostabilizes) ** Waterproof ink ($6) ** Mirror, small steel ($10, 0.5 lbs) ** Silk rope ($10, 5 lbs) ** Misc stuff ($10) ************************* Arcane Spellbook: 0: all cantrips. ************************* Arcane Memorize (4/3/1): 0: 1: 2: ************************* Divine Memorize (4/3/1): 0: Detect Magic; Mending; Light; Read Magic. 1: Obscuring Mist; Comprehend Languages; Snake's Swiftness; Blood Wind. 2: Silence, Invisibility. ************************* Action Points (8/8):