Final Exodus: Dark Reality
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Steve Frankenson 5th 'Ed

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Steve Frankenson 5th 'Ed Empty Steve Frankenson 5th 'Ed

Post by Nut_Column Mon Sep 10, 2012 2:57 pm

Roll 12 17 16 12 14 18
Bonus +1 +3 +3 +1 +2 +4

Dex (18) 20 +5
Str (16) 18 +4
Int (17) 18 +4
Cha (14) 16 +3
Con (12) 14 +3
Wis (12) 13 +2

Trained Skills: Find and Remove Traps, Sleight of Hand

Level: 6

HP: 41/41

AC: 18

XP: 13283

GP: 227
SP: 0
CP: 0


Equipment: Leather armor, a rapier, five daggers, adventurer’s kit, healer’s kit, and 96 gp Thieves’

tools,lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch

Short Sword +1 to Hit 1d6
Beast Hide Armor 12 AC
Shield +1 AC
Light Crossbow 1d8


Language: Common, Thieves' Cant

Size: Medium



Inventory: Rag, adventurer's kit
Health Potion
Longsword 1d8 Slashing
Shortbow 1d6 Piercing
3 Health potions
Silver Chain
4 Pages of Everals Journal
Leather Cord
Hand Crossbow 1d6
50 bolts
5 Vials
3 Health Potions (FP)
10 packs caltrops
Small Gems (25 GP)
Short Sword +1
Rapier





Charlatan


Skills: Bluff, Insight, and Sleight of Hand.

Trait-False Identity: You have a second
identity that includes documentation, established
acquaintances, and disguises that allow you to
assume a second persona. Additionally, you can
forge documents and create disguises (typically an
Intelligence check is required).

Thief
Skills: Find and Remove Traps, Open Locks, and
Stealth.

Trait-Thief Signs: You can recognize the
common signs and secret markings used by thieves.
When you are in an area of civilization, you can
make contact with members of the local thieves’
guild (if any), as well as fences and informants in
the criminal underworld. It usually takes you about
an hour of searching to make contact with the
individual you are seeking out.
Suggested Equipment:
Thieves’ tools,
lampblack, oil can, breeches with secret pocket,
small steel mirror, belt pouch, 18 gp, and 4 sp.

Level 1: Thief Sneaking. Thieves are
exceptionally good at sneaking in and out of well guarded places.
Most thieves are experienced burglars who specialize in avoiding detection.
Benefit: You can attempt to hide when you are
lightly obscured, such as if there are shadows deep
enough to cover you from bright light or in a cloud
of smoke. You can also hide behind an object that
can cover at least a quarter of your body.


Level 2: Night Vision. Skulking around in dark
alleyways and shadowed rooms has given thieves
the ability to adjust their eyes and avoid the need
for torches.
Benefit: When you spend at least one minute in
darkness or shadows, you treat darkness as
shadows and shadows as normal light, up to a
radius of 30 feet.


Level 5: Hit and Run. You don’t let yourself get
hurt easily, and rarely stick around in a melee long
enough for a counterattack.
Benefit: When you deal Sneak Attack damage on
your turn, you can move a distance up to half your
speed as part of the same action. This movement
does not provoke opportunity attacks.


Suggested Equipment: Two sets of clothes
(common and noble), a disguise kit, ten stoppered
vials filled with colored water, a set of weighted
dice, playing cards, a signet ring of an imaginary
duke, 29 gp, and 5 sp.

Healer
Having studied the healing arts, you work to ease
suffering, mend wounds, and cure sickness. You
know how to brew antidotes for most poisons. You
can prepare herbal remedies to promote healing.
Your ministrations bring hope to the hopeless,
health to the sick, and perhaps even life to the
dying.
Divine magic’s curative powers draw many
would-be healers into the service of the gods.
Temples devoted to gods of mercy, healing, and
good often serve their patron deities by working in
their communities to aid those in need. These good
works attract healers to join the faithful and study
advanced healing arts.
Still, there are limits on what a temple’s devoted
can provide to a population. After all, the gods do
not invest magical power in all their followers. Thus
it falls to wisdoms, herbalists, surgeons, and
physicians to do the work the temples cannot.
Rather than cast spells, these healers study the
healing properties of special herbs and create
poultices to clean wounds and infusions to restore
the body’s strength to combat sickness.
As a healer, you gain the following feats at the
given levels.


Level 1: Herbalism
You have mastered the techniques that allow you to
create potions, bandages, and healing kits.
Prerequisite: Intelligence or Wisdom of 11 or
higher
Benefit: You can spend 1 hour to create up to
three items, chosen in any combination from this
list.

F antitoxin (25 gp)

F healing potion (25 gp)

F healer’s kit (2 gp 5 sp)

To create an item, you must expend material
components (herbs, vials, cloth, and the like) worth
the amount given for each item.
Special: If you gain this feat at the time of
character creation, you start play with one antitoxin,
one healer’s kit, and one healing potion.

Level 3: Healer’s Touch
You have a knack for healing that makes your care
better for your allies.
Prerequisite: Intelligence or Wisdom of 11 or
higher
Benefit: Whenever you would roll dice to
determine how many hit points a spell, magic item,
or other effect restores, do not roll the dice but
instead take the maximum possible result.
If you create a potion that heals, that potion
always restores the maximum number of hit points.
Finally, when you take a rest, if you have a
healer’s kit you can tend to wounds and aid your
allies in the healing process. You can tend to
yourself and up to six other creatures, and when
you do, any Hit Dice spent by tended creatures
always restore the maximum number of hit points.




Lurker

Level 1: Ambusher
You strike foes with deadly precision when you
catch them unaware.
Prerequisite: Dexterity 11 or higher
Benefit: When you start your turn hidden from a
creature, you have advantage on your first attack
roll against that creature during that turn, even if
you are revealed or otherwise become unhidden
during that turn.
Level 3: Skulker
When you miss your enemies at range, they do not
become aware of your presence.
Prerequisite: Dexterity 11 or higher
Benefit: When you are hidden from a creature, if
you miss with a ranged attack against that creature,
attacking does not reveal your location.
Nut_Column
Nut_Column
Commander
Commander

Male Number of posts : 1115
Age : 30
Location : Over there! *points*
Reputation : 3
Registration date : 2010-12-18

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