Full Name |
Jekka Durr |
Classes/Levels |
||Skills:Bluff+16/Disable Device+12/Hide:+23/Move Silent:+18/Open Lock:+15/Search:+12/Spot:+12/Tumble:+11/UMD:+11 |
About Jekka Durr
Character Name: Jekka Durr
Character Race: Whisper Gnome
Character Class(es): Rogue 3/Beguiler 2/Unseen Seer 2
Alignment: Neutral
Deity: Olidammarra
Current Moderator: GM West
Adventure: Return to the Temple of Elemental Evil
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Gender: Male
Age: 52
Height: 41"
Weight: 45 lbs
Eyes: Gold
Hair: Dirty Blond/Gold
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Character Level: 7
EXP Points Gained: 21,000
EXP Needed For Next Level: 28,000
Known Languages: Gnome, Terran, Common
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Strength: 10 (2 points)
Dexterity: 18/20 (9 points +1 lvl4 +2 Gloves)
Constitution: 12 (4 points)
Intelligence: 14 (6 points)
Wisdom: 10 (2 points)
Charisma: 10 (2 points)
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Hit Points: 6 + 4d6(2+3+1+5:Min 3ea ? = 14) + 2d4(2+3=5) +7 = 32
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Armor Class: 20 (base 10; Dex +5; Size +1; Armor +4)
Mithral Chain Shirt
Flatfooted Armor Class: 15
Touch Armor Class: 16
Special Armor Class Notes:
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants)
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Save vs. Fortitude: +3 (base Rogue+1, Beguiler+0, Unseen Seer+0; Con +1; Cloak +1)
Save vs. Reflex: +9 (base Rogue+3, Beguiler+0, Unseen Seer+0; Dex +5; Cloak +1)
Save vs. Will: +8 (base Rogue+1, Beguiler+3, Unseen Seer+3; Wis 0; Cloak +1)
Special Save Notes:
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Initiative Modifier: Dex +5
Base Attack Bonus: +4 (Rogue+2, Beguiler+1, Unseen Seer+1)
Melee Attack Bonus: -2 and +0/+5
Ranged Attack Bonus: +5
Special Combat Notes: +1 to hit for size
+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears)
Non-combatant Flaw
Weapon Finesse
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Weapons: Small size
MW Rapier: d4 | 18-20/x2 | 1 lb
2 daggers: d3 | 19-20/x2 | 10' | 1 lb
Crossbow, Light | d6 | 19-20/x2 | 80' | 2 lb
10 Quarrels | 1 lb
MW Crossbow, Hand | d3 | 19-20/x2 | 30' | 1 lb
20 Quarrels | 1 lb
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Skills
Total skill points earned: 6*(Rogue 8 + INT(2)) + 2*(Beguiler 6 + INT(2)) + 2*(Unseen Seer 6 + INT(2)) = 92
Appraise +2 (Int+2) ** 0 ranks R/B
Balance +7 (Dex+5) ** 0 ranks +2 Synergy: Tumble R/B
Bluff +16 (Cha0) ** 10 ranks +3 Feat +3 Circlet R/B/U
Climb +4 (Str0) ** 4 ranks R/B
Concentration +1 (Con+1) ** 0 ranks B/U
Craft +2 (Int+2) ** 0 ranks R
Diplomacy +5 (Cha0) ** 0 ranks +3 Circlet +2 Synergy: Bluff R/B/U
Disable Device +12 (Int+2) ** 8 ranks R/B (+2 for MW Thieve's Tools)
Disguise +5 (Cha0) ** 0 ranks +3 Circlet +2 Synergy: Bluff R/B/U
Escape Artist +5 (Dex+5) ** 0 ranks R/B
Forgery +2 (Int+2) ** 0 ranks R/B/U
Gather Information +3 (Cha0) ** 0 ranks +3 Circlet R/B/U
Heal +0 (Wis0) ** 0 ranks
Hide +23 (Dex+5) ** 10 ranks +4 size, +4 race R/B/U
Intimidate +5 (Cha0) ** 0 ranks +3 Circlet +2 Synergy: Bluff R
Jump +2 (Str0) ** 0 ranks +2 Synergy: Tumble R/B
Listen +2 (Wis0) ** 0 ranks +2 race R/B/U
Move Silently +18 (Dex+5) ** 9 ranks +4 race R/B/U
Open Lock +15 (Dex+5) ** 8 ranks R/B (+2 for MW Thieve's Tools)
Perform +3 (Cha0) ** 0 ranks +3 Circlet R
Ride +5 (Dex+5) ** 0 rank
Search +12 (Int+2) ** 10 rank R/B/U
Sense Motive +4 (Wis0) ** 4 ranks R/B/U
Sleight of Hand +6 (Dex+5) ** 1 ranks R/B
Spellcraft +6/+8(decipher scrolls) (Int+2) ** 4 ranks +2 Synergy: UMD B/U
Spot +12 (Wis0) ** 10 ranks +2 race R/B/U
Survival +0/+2(following tracks) (Wis0) ** 0 +2 Synergy: Search ranks
Swim +0 (Str0) ** 0 ranks R/B
Tumble +11 (Dex+5) ** 6 ranks R/B
Use Magic Device +11 (Cha0) ** 8 ranks +3 Circlet R/B
Use Rope +5 (Dex+5) ** 0 ranks R
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Flaw: Non-combatant: -2 to melee attack rolls
Feats:
Level 1: Combat Expertise: Prerequisite: Int 13
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Flaw: Improved Feint: Prerequisites: Int 13, Combat Expertise
Benefit: You can make a Bluff check to feint in combat as a move action.
Level 3: Weapon Finesse: Use your Dex for attack rolls with light weapons.
Level 6: Skill Focus(Bluff) +3 to Bluff skill rolls
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Racial and Class Skills, Abilities & Features:
• Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses
smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Whisper gnome base land speed is 30 feet, despite their size.
• Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and whisper gnomes can function just fine with no light at all.
• +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears): Like their more common cousins, whisper gnomes battle these creatures frequently and practice special techniques for fighting them.
• +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that whisper gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flatfooted, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
• +4 racial bonus on Hide and Move Silently checks: Whisper gnomes have an uncanny knack for stealth.
• +2 racial bonus on Listen and Spot checks: Whisper gnomes have keen eyes and ears.
• Spell-Like Abilities: 1/day—silence (must be centered on whisper gnome’s body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome’s Cha modifier + spell level.
• Favored Class: Rogue.
• Racial Feats: The Extra Silence and Silencing Strike feats can be taken by whisper gnome characters (see Chapter 6: Character Options).
Rogue:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack +2d6: Sneak attack damage is gained whenever the target is denied Dex bonus or when flanked.
Trapfinding: Rogues can find and disarm traps with a DC higher than 20, including magical traps.
Evasion: Avoid magical and unusual attacks with great agility. Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage.
Trap Sense: +1 on Reflex saves vs traps and +1 dodge bonus to AC vs traps.
Beguiler:
Armored Mage: Can wear light armor and still cast spells.
Trapfinding: As Rogue ability
Cloaked Casting (+1 DC): Spells cast against enemy denied Dex adjust are +1 DC.
Surprise Casting: If you use Feint against an enemy, then target them with a spell they are denied their Dex bonus vs your next spell or melee attack.
Unseen Seer requirements: Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks.
Spellcasting: Ability to cast 1st-level arcane spells, including at least two divination spells.
Unseen Seer:
Spells gained as if you'd gained a level in your spellcasting class. No other benefit gained.
Sneak Attack: +1d6
2: Advanced Learning: Learn a Divination Spell from any class of a level that you can cast.
2: Silent Spell: Learn the Silent Spell Feat
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Equipment & Gear (include weight of individual items and total weight):
Mithral Chain Shirt: ACP:0 6.25 lbs - 1100 GP
Armor Crystal: Least Iron Ward: DR1/- 10 HP/Day - 500 GP
MW Rapier: 320 GP
MW Crossbow, Hand: 400 GP
Healing Belt: 1 lb | 750 GP
+2 Heal Skill - 3 charges/day: 1=2d8/2=3d8/3=4d8
Circlet of Persuasion: +3 on all CHA skills: 4500 GP
Gloves +2 DEX: 4000 GP
Eternal Wand: 820 GP: 2/day True Strike
Cloak of Resistance +1: 1 lb | 1000 GP
Handy Haversack: 5 lb | 2000 GP
Bedroll: 1 SP
4 days Rations: 2 GP
50' Silk Rope: 10 GP
Acid (flask) 4: 40 GP
Alchemist's Fire(flask) 4: 80 GP
3 Pearls of Power - Level 1
MW Thieve's Tools: 100 GP
Total weight carried:
Weapons: 7 lb
Armor: 6.25
Equipment: 7 lb
Carrying capacity: Light load: ->25 lb; Medium Load: ->50 lb
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WBL: 19,000 GP
Money: PP 35; GP 25; SP 9
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Movement: 30'
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Spells Known: Beguiler Spells Click on the link above the table to change level.
0 Level: dancing lights, daze, detect magic, ghost sound, message, open/close, read magic.
1st Level: charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse*, silent image, sleep, undetectable alignment, whelm*.
Advanced Learning: True Strike
2nd Level: blinding color surge*, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand*, touch of idiocy, vertigo, whelming blast.
Number of Spells to Cast per Day (by Level): CL4
Lvl 0: 6
Lvl 1: 6 +1
Lvl 2: 3 +1
Spell Save DC: 10 + Spell Level + INT(2)
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Character History: