Anevia Tirablade

Anevia Tenderblade's page

29 posts. Alias of Thomi Gallowshade.


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Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I was enjoying the scenario, hope this can continue...


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

Whispering...Hey...Kieran...


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I carefully survey the the room, to see if I recognize the use or purpose of the machines, devices or contents within:

Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge Dungeoneering: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge Engineering: 1d20 + 2 ⇒ (8) + 2 = 10

Strangways, do you detect any magical emanations in this room? Kieran, what do you think about this machinery?


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I approach the metal door and examine it to see if it is locked...
Disable Device: 1d20 + 7 ⇒ (10) + 7 = 17

Once unlatched, I open the door and peer inside.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Stealth: 1d20 + 6 ⇒ (11) + 6 = 17


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

My eyes immediately focus on the masterwork short sword, and I quickly grab it! I also take the potion of resistance. Nice!


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

Strangways...how about casting detect magic about this room...


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I inspect the chests for traps and locks. If any are trapped or locked, I will attempt to disarm the traps and unlock the chests.

GM: Do you want a separate roll for each chest, or one roll to rule them all?

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I carefully open the wooden door and step inside the room, continuing to look about for traps or hazards...
Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I check the two doors for locks and traps...

Iron Door:
Perception - 1d20 + 5 ⇒ (19) + 5 = 24
Disable Device - 1d20 + 7 ⇒ (10) + 7 = 17

Wood Door:
Perception - 1d20 + 5 ⇒ (11) + 5 = 16
Disable Device - 1d20 + 7 ⇒ (2) + 7 = 9 or, Take 10 = 17


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I look around the room, to see if I notice anything interesting or unusual concerning its contents or construction:

Knowledge (dungeoneering): 1d20 + 6 ⇒ (3) + 6 = 9
Perception 1d20 + 4 ⇒ (19) + 4 = 23


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I put away my crossbow and climb down the rope to assist Orvan...
Climb: 1d20 + 4 ⇒ (6) + 4 = 10
Acrobatics (in case I slip): 1d20 + 6 ⇒ (11) + 6 = 17


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

Orvan, let me know if you see any locks on the grate...
I load another bolt into my crossbow.


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I lean over the edge and fire a crossbow bolt at the fish...
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 3


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

Here's my rope. Let's tie them together and see what Brambleburn can discover.


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I carefully peer over the edge of the tubular structure, point the glowing bolt downward, and then let it drop.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


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

Is anyone able to detect evil or detect magic? Cast the detect spells past this door...please?


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I sheath my sword, and hand my torch to Antheia. Then I equip and load my light crossbow...

Muttering...Nothing ventured, nothing gained...

Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

I slowly open the door and look past the doorway.


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I examine and search the body floating in the slime...
Perception: 1d20 + 4 ⇒ (10) + 4 = 14


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 = 7 Even 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

I look over the sludge, the body, and the door, trying to see if there is a hazard present...

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge (dungeoneering): 1d20 + 6 ⇒ (1) + 6 = 7
uhg...


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I light a torch, and hold it aloft with my off hand, and unsheath my short sword with the other hand. I'll lead...just cover me!

I start slowly, carefully walking down the hallway...
Perception: Keeping a sharp eye out for hazards. 1d20 + 5 ⇒ (16) + 5 = 21


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I put my shoulder to the door and give it a push...
Strength: 1d20 + 1 ⇒ (10) + 1 = 11
Some of you, come over here and give me some help...


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

Hmmm....
I look carefully around the room, and then examine the door, checking for traps and locks...

Perception (the room): 1d20 + 4 ⇒ (10) + 4 = 14
Perception (the door): 1d20 + 5 ⇒ (15) + 5 = 20


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.


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

It appears we will arrive in some random place, so we should be ready for almost anything...


Level one rogue, for your consideration...

Statistics:

Anevia Tenderblade
Female Human Rogue (Trapsmith) level 1 (skill points 11)
Init +3; Senses: Perception +4 (Find Traps +5)

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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