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Baelyn the Spider

Race 4th
Str
Dex
Con
Int
Wis
Chr

10
15
10
16
13
14

0
7
0
10
3
5

+2
+2
+2

+1

Total
10 (+0)
18 (+4)
10 (+0)
16 (+3)
15 (+2)
16 (+3)

5th level NG, Rogue


90 years old, 6'0, 170 lbs.
Light grey hair that turns silver in moonlight, violet eyes, smooth grey skin. Is mistaken for a drow.
Hit Dice:
Hit Points:
BAB: +3
CMD: +17
CMB: +3

d8
40

Saving Throws:
Fort +1
Ref
+4
Will +1
Aasimar
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Alternate Spell-Like Ability: You gain an additional +2 racial bonus to your Dexterity score.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity
resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high
Intelligence scores can choose from the following languages:
Draconic, Dwarven, Elven, Gnome,
Halfling, and Sylvan.
Languages: Common, Celestial, Draconic, Elven
Rogue
Weapon Proficiency: Simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short
sword.
Armor Proficiency: Light armor, but not with shields.
Sneak Attack: +3d6 damage on attacks when the target is denied a Dex bonus to its AC.
Evasion: On a successful Ref save vs. an attack that you save against for half damage, you take
no damage. Must be using light or no armor and not be
helpless.
Rogue Talent:
Finesse Rogue - Get Weapon Finesse as a bonus feat

Combat Trick - Get a bonus combat feat.


Uncanny Dodge: Cannot be caught flat-footed, nor does he lose his De bonus to AC if the
attacker is invisible. This is not applicable if he is immobilized or the opponent successfully uses the
feint action against him.
Favored Class Bonuses: +5 skill points
Skill Points: 55 (8 per level plus 3 for int) + 5 for favored class - 60 total
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge
(dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha),
Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use
Magic Device (Cha).
Acrobatics (Dex)
Bluff (Cha)
Climb (Wis) *trait
Diplomacy (Cha)
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int)
Knowledge (nobility) (Int)
Perception (Wis)
Sense Motive (Wis)
Sleight of Hand (Dex)
Stealth (Dex)
Swim (Str)
Use Magic Device (Cha)

Ability Ranks
+4
+5
+3
+4
+2
+5
+3
+4
+4
+2
+3
+4
+4
+1
+3
+1
+3
+5
+3
+5
+2
+5
+2
+5
+4
+4
+5
+0
+1
+3
+5

Trained Racial Bonus Total


+3
+0
+
+12
+3
+0
+
+10
+3
+2
+
+12
+3
+0
+
+10
+3
+0
+2
+11
+3
+0
+
+10
+3
+0
+
+8
+3
+0
+
+7
+3
+0
+
+11
+3
+0
+2
+13
+3
+2
+
+12
+3
+0
+
+10
+3
+3
+0
+
+3
+0
+
+12
+3
+0
+
+4
+3
+0
+
+11

+10

Traits:
Wisdom in the Flesh (Irori) - Your hours of meditation on inner perfection and the nature of strength
and speed allow you to focus your thoughts to achieve things your body might not normally be able to
do on its own. Select any Strength-, Constitution-, or Dexterity-based skill (climb). You may make
checks with that skill using your Wisdom modifier instead ofthe skill's normal ability score. That skill
is always a class skill for you.
Secret Knowledge (Norgorber/god of secrets): At any point after taking this trait, you may choose one
Knowledge skill (Nobility). You gain a permanent +2 trait bonus on checks with that skill, and it is a
class skill for you. Once this skill is chosen, it cannot be changed.
Feats:
Weapon Finesse - With a light weapon, elven curve blade, 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.
Two-Weapon Fighting - reduces the two-weapon modifiers to -4/-4 or -2/-2 if the off-hand is light
Weapon Focus - +1 to hit with a melee weapon
Improved Initiative - +4 initiative

Iron Will - +2 to Will saves


Flaw:
Glutton - The character must spend 50% more on a days worth of trail rations or a meal and must
make a DC 14 Will save to avoid ordering a second helping of meals (at normal meal costs).
Boon:
Master of whispers - Rumors are your thing. You can create them and you know the diplomats in town,
the arena champion, royal history, and who is romancing whom.
You not only know the rumors going about but control them. The words from your mouth are known
every where and is taken as truth. You know all of the following as a base while in the royal city:
Which diplomats are in the city; Who is the current champion in the arena; All history involving
Royalty on Minoth's court; Who is fucking who, how to exploit it, and why.

Heavy Horse (combat trained)


2
bit and bridle
25
riding saddle
3
saddle blanket
8
saddlebags
20
2 days of horse feed
16
Cooking Kit
9
trail rations (6 days; adjusted for gluttony flaw)
9
blanket (x3)
18 (6 empty)
waterskin (x3, 1/2 gallon each; full of water)
1.5
jug (x3; holds 1 gallon)
20 (4 each)
mead (3 gallons, fills his waterskin 6 times xooooo)
.5
jug (holds 1 gallon)
7 (1 each)
applejack (1 gallon, fills his hip flask 8 times xooo oooo)
1
blue book (captial city; +2 knowledge (local), bluff, diplomacy)
3
book of letters (+2 diplomacy w/city officials, +2 linguistics for forgery)
2
heritage book (+2 knowledge (nobility))
4.5
chronicler's kit
2
gear maintenance kit
2
caltrops
3 (1 each)
flask of oil (x3)
1
sealing wax
.5
shaving kit
.5
soap
2
grooming kit
(160.5)
(200)

Baylyn

4 (2 each)
1

+1 Shortsword (x2)
masterwork dagger

12.5

mithral chain shirt

(17.5)
4
2
--.5
2
--2
5 (.5 each)
.5
1
1.5
(18.5)

masterwork backpack (+1 str to calculate weight capacity)


masterwork thieves tools (+2 on disable device checks)
glass cutter
ball of string
caltrops
chalk (x10)
hammer
piton (x10)
mirror
mess kit
trail rations (1 day; adjusted for gluttony flaw)

5
3
3
2 (1 each)
5
4
6 (2 empty)
6 (2 empty)
(34)

bedroll
blanket
bullseye lantern (6 hours on 1 flask of oil)
flask of oil (x2)
silk rope (50')
grappling hook
waterskin (1/2 gallon, filled with mead)
waterskin (1/2 gallon; full of water)

.5
1
1
2
--.5 (---)
1
------(6)

Belt pouch
flint & steel
whetstone
caltrops
signet ring
hip flask (8 ounces, filled with applejack)
wrist sheath
Wand of sleep (50) CL1
Wand of cure light wounds (50) CL1
Wand of shield of faith (50) CL1

112gp 7sp 1cp


Baelyn's carry capacity (76)
10 str (11 str with the MW backpack)
light
medium
heavy
38 or less
39-76
77-115
Horse's carry capacity (512.5)
20 str
light
medium
heavy
399 or less
400-798
799-1200

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