Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0
Whispering...Don't you think this area is strange? On the other side is a place for housing residents, and in here there are lots of strange devices...but where are the people who lived here?
Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0
I put away my crossbow, but retain the bolt in hand. Someone cast light on this bolt...then I'll drop it down and we'll see how deep this pipe is from here to the bottom.
Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0
Hmmph! It's just...slimy goo!
I wade forward through the slime until I am adjacent to the next door, and examine it for locks and traps. I also listen to see if I hear anything on the other side.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7Even in torchlight my eyes deceive me! Can I take 10, which would result in a 15?
Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0
Ready when everyone else is. By the way, GM, I would like to change my Lost Tavalan Explorer skill from Survival to Knowledge (engineering), with your permission.
DEFENSE
AC 17, Touch 15, flat footed 13
(+3 Dex, +3 armor, +1 feats)
hp 11 (1d8+1+1+1);
Fort +1, Ref +5+1, Will +0
OFFENSE
Speed 30
Melee
Single Attack Sword, short +1 (1d6+1/19-20)
Full Attack
Sword, short +1 (1d6+1/19-20), and Dagger-5 (1d4/19-20)
Ranged
Crossbow, light +3 (1d8 /19-20 X2) range 80
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 1
STATISTICS
Str 13, Dex 16, Con 12, Int 14, Wis 10, Cha 10
Base Attack 0 CMB 1 ; CMD 16
Feats
Armour Prof Light,
Deft Hands: +2 disable device and sleight of hand skills
Dodge: Add 1 to AC ,
Simple Weapon Proficiency
Lost Tavalan Explorer: Class Skill, Survival; +1HP/Level
Skills Acrobatics 6, Appraise 2, Bluff 4, Climb 4, Diplomacy 0, Disable Device 7, Disguise 0, Escape Artist 2, Intimidate 0, Know Dungeon 6, Know Local 2, Linguistics 6, Perception 4, Sense Motive 4, Sleight of Hand 8, Stealth 6, Survival 0, Swim -1, Use Magic Device 4
Languages Common, plus 5 more (TBD)
Trait Quick Reactor: +1 bonus on Reflex saving rolls
SPECIAL ABILITIES
Trapfinding Can find magical traps; adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
COMBAT GEAR
Studded leather armor, short sword, dagger, light crossbow, 10 bolts, alchemist fire (2), potion cure light wounds.
OTHER GEAR
Backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), waterskin, 27 gold pieces.
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