Mekarumu

Lanik Clearwater's page

68 posts. Alias of gabboge.


About Lanik Clearwater

Description

Link to Pic http://img683.imageshack.us/f/lanikcolor.jpg/

Lanik is 3'5" Gnome with white hair, amber eyes and a pale complexion. He generally wears a large (for him.) overcoat that makes hiding weapons easy. The coat itself is reversible, one side being for doing business and looks respectable, the other side is made for blending in with crowds and is made to look like its well worn in and patched up. The rest of his clothing is riddled with hiding spots and pouches. Beneath his jacket is a chain shirt which looks as though it has recently had major repair work done on the center of the chest.

If you ever catch him with his shirt off (Not likely) then you would see the fist size scar on the front left side of his chest and matching scar on his back. He also never takes off the broken charm he wears around his neck.

Gnome Traits:

+4 Charisma, –2 Strength: Gnomes are confident
and cunning, but they are smaller and weaker than many
other races.
• Small: As Small creatures, gnomes gain a +1 size
bonus to Armor Class, a +1 size bonus on attack rolls, and a
+4 size bonus on Hide checks, but they use smaller weapons
than Medium characters and their lifting and carrying limits
are three-quarters of those of Medium characters.
• Gnome base land speed is 20 feet.
• Weapon Familiarity: Gnomes treat hand crossbows
as martial weapons, rather than as exotic weapons.
• Favored Region: Central Erenland. Gnomes’
favored region bonuses increase by +2 when they are on
rivers.
• Low-light Vision: Gnomes can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
• Dwarven kin: While not as tough as dwarves,
gnomes are a hardy race that retain many of their ancestors’
traits. Gnomes gain a +1 racial bonus on Fortitude saving
throws and a +2 racial bonus on saves against spells and
spell-like effects.
• Natural Riverfolk: Life on the river requires you to
know when to work and when to play, when to sail and when
to swim. Gnomes gain a +2 racial bonus on Perform,
Profession (boater and sailor), Swim, and Use Rope checks.
Additionally, they may swim at one-half their land speed with
a move action, and may swim at their land speed with a fullround
action. Finally, gnomes can hold their breath for a number
of rounds equal to three times their Constitution score.
• Natural Traders: For gnomes, mercantilism and
smuggling are not just trades, they are lifestyles. Whenever
engaged in interactions involving trading or smuggling,
gnomes gain a +4 racial bonus on Appraise, Bluff,
Diplomacy, Forgery, Gather Information, and Profession
checks.
• Gnomes may begin play with watercraft (at onequarter
normal cost).
• Automatic Languages: Trader’s Tongue, any one
unrestricted language at basic competence, and any one unrestricted
language at pidgin competence. Bonus Languages:
Any unrestricted languages.
• Favored Class: Rogue. A multiclass gnome’s rogue
class does not count when determining whether he suffers an
XP penalty for multiclassing.

Stats:

HP:24

Str: 10 + 0
Dex: 16 + 3
Con: 12 + 1
Wis: 11 + 0
Cha: 21 + 5
Int: 10 + 0

AC:18 ( 10+ Dex+3 Chainshirt+4 size+1 )
BAB: +2
CMB: +1
CMD: 14

Attack ( Size+1 Dex+3 Bab+2 MW+1 =+7 )

Class:

Rogue-3

Sneak Attack 2D6

Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Finesse Rogue:

A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Feats:

Combat reflexes
You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Backstab
(DR340 pg86) http://www.crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf : You make make an attack of opritunity against an opponent you flank that attacks a target other than you.

Rogue Talent: Weapon Finesse

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: 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.

Special: Natural weapons are considered light weapons.

Clever Fighting [General]

Prerequisites: Dex 13, Weapon Finesse, base attack bonus +2.

Benefit: You are able to place finesse attacks where they deal greater damage. You may apply your Dexterity bonus instead of your Strength bonus to damage rolls when using any light weapon, as well as any weapon that can be used with Weapon Finesse, such as a rapier or whip. You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Targets immune to sneak attacks or critical hits are immune to damage from Clever Fighting.

Heroic path:

Level Ability
1 Inspire valor (+1, 1/day)
2 Detect evil
3 Righteous fury (3)

Guardian Ability Descriptions

Inspire Valor (Su): The guardian character can inspire his allies the listed number of times per day. When the ability is activated, all allies within 30 ft. gain a +1 morale bonus on attack rolls and saving throws against fear. It is a free action to initiate this ability, and its effects last for one round per character level of the guardian.

Detect Evil (Sp): Starting at 2nd level, a guardian can use detect evil, as the spell, at will.

Righteous Fury (Su): When using a melee weapon to attack an evil creature with damage reduction, the guardian may ignore the listed amount of damage reduction, regardless of the type of weapon needed to bypass it.

Background:

Lanik co-ran an extremely successful smuggling operation out of the bluff due to his nack for picking out the servants of the shadow (Detect evil). He helped smuggle halflings out of the city and weapons in, though he generally avoided trade with the avenging knifes. He quickly became adept at fighting in the bluffs were speed and fineness count for more then strength.

One night while returning from a business deal within the bluffs he found his ship was reeking with evil. Everything logical in his mind told him to just leave the ship. His mistake was trying to save his crew. While at sea he awoke to find that all of his crew had been turned into fell. Lanik had to fight off his former crew and friends.

Finally he made his was to the deck of the ship and found a legate had stoed away on his ship. Lanik tried to face him down but the legate proved to be too powerful. The legate blasted a hole stright through Lanik's chest, killing him and sending him over the edge of the boat and into the sea.

Luckly for Lanik he always wore a one-time-use "breath of life" charm around his neck for just such an emergency (cost him 2 silver knifes and a hearth stone to get it.). It regrew his heart and left a nasty scar. He swam his way back to shore and set out to make a new life for himself.

still working on the rest

Skills:

[Points+ClassSkill+Ability=]
Acrobatics (Dex) [ 2 + 3 + 3 = 8 ]
Appraise (Int) [ 0 + 3 + 0 = 3 ]
Bluff (Cha) *Gnome +4* [ 2 + 3 + 5 = 14]
Climb (Str) [ 0 + 3 + 0 = 3 ]
Craft (Int) *Gnome +2* [ 0 + 3 + 0 = 5 ]
Diplomacy (Cha) *Gnome +4* [ 1 + 3 + 5 = 13]
Disable Device (Dex) [ 1 + 3 + 3 = 7 ]
Disguise (Cha) [ 1 + 3 + 5 = 9 ]
Escape Artist (Dex) [ 1 + 3 + 3 = 5 ]
Intimidate (Cha) [ 1 + 3 + 5 = 9 ]
Knowledge (dungeoneering) (Int) [ 0 + 3 + 0 = 3 ]
Knowledge (shadow) (Int) [ 3 + 0 + 0 = 3 ]
Linguistics (Int) [ 0 + 3 + 0 = 3 ]
Perception (Wis) *Gnome +2* [ 2 + 3 + 0 = 7 ]
Perform (Cha) [ 1 + 3 + 5 = 9 ]
Profession smuggler(Wis)*Gnome +2* [ 1 + 0 + 0 = 1 ]
Sense Motive (Wis) [ 1 + 3 + 0 = 4 ]
Sleight of Hand (Dex) [ 3 + 3 + 3 = 9 ]
Stealth (Dex) *Gnome +4* [ 3 + 3 + 3 = 13]
Swim (Str) [ 0 + 3 + 0 = 3 ]
and Use Magic Device (Cha). [ 1 + 3 + 5 = 9 ]

Equipment:

Chain shirt x1
Compass- Phylactery of Faithfulness x1
Masterwork Collapsible Glaive x1
Spiked gauntlet x1
Rations ( 7 days )
Oil flasks x4
Water flasks x2
Glass Jar x1
Bag filled with various spices and salts x1
Rope 100ft

Magic:

Innate Magic [Elf, Halfling]

Prerequisites: Elf or halfling.

Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells fromt he Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell-like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting.

If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours).

Source: Midnight 2nd Edition, p. 123

Charisma based 5 spells

-Create Water
-Detect Magic
-Detect poison
-Mage Hand
-Mending