Ishani Dhatri

Maynard Hippenthrall's page

No posts. Organized Play character for Nazard.


Race

AC 14 (touch 14, FF 11); CMD: 9 |

Classes/Levels

F/R/W: +3/+5/+1 (+3 vs illusions)

Gender

Max HP: 12; Current HP: 12 |

About Maynard Hippenthrall

CONSUMABLES:

Ammunition
bolts – 10
acid flask – 1

Spell-Like or Racial Abilities
bleed (1/day) X
chill touch (DC 13) (1/day) X
detect poison(1/day) X
open/close(1/day) X
prestidigitation(1/day) X
touch of fatigue(1/day) X

Class Abilities
None

MAYNARD HIPPENTHRALL

Male gnome Rogue (Counterfeit Mage/Scout) 1
N Small humanoid (gnome)
Init +3; Senses Darkvision 60 feet; Perception +5, Sense Motive +5
Languages Common, Gnome

DEFENSE
AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11
CMD 9
HP 12 (1d8+3+1)
Fort (0) +3, Ref (2) +5, Will (0) +1 (+3 vs illusions)
Defensive Abilities None
Immune None
Resist None

OFFENSE
Speed 20 ft
Melee
dagger +4 (1d3-3; 19-20/x2; P or S)
Ranged
light crossbow +4 (1d6; 19-20/x2; 80 feet; P)
Special Attacks
sneak attack +1d6

STATISTICS
Abilities Str 5 (-3), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wis 12 (+1), Cha 16 (+3)
Base Attack +0; Melee Touch +4; Ranged Touch +4
CMB -4

Feats
Weapon Finesse (1)

Traits
Arcane Dabbler
Magical Knack

Skills
Acrobatics (1) +7
Bluff (1) +7
Disable Device (1) +7
Knowledge (Dungeoneering) (+5)
Perception (1) +5
Sense Motive (1) +5
Sleight of Hand (1) +7
Stealth (1) +11
Use Magic Device (1) +7

SQ
bond to the land, darkvision, illusion resistance, fell magic

SPECIAL ABILITIES
Arcane Dabbler (Trait): Can cast prestidigitation and open/close each once per day as a SLA.
Bond to the Land (Racial): Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Darkvision (Racial): Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Illusion Resistance (Racial): +2 bonus to saving throws versus illusion spells and effects
Fell Magic (Racial): Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Wisdom modifier. This racial trait replaces gnome magic.
Magical Knack (Trait): +2 trait bonus to sorcerer caster level (maximum of hit dice)
Sneak Attack (Ex): When attacking an opponent not best able to defend himself (flanked, flat-footed), the rogue can strike for 1d6 extra precision damage.

COINS
PP – 0
GP – 12
SP – 0
CP – 0

EQUIPMENT
Carrying Capacity: Light – 15 lbs; Medium – 30 lbs; Heavy = 45 lbs; Current – 8.5 lbs (Light)

Weapons – dagger (2 gp, 1 lb), light crossbow (35 gp, 4 lbs), bolts x 10 (1 gp, 1 lb)
Armour
Alchemical – acid flask (10 gp)
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – MW backpack (50 gp, 1 lb), thieves’ tools (30 gp, 1 lb), spring-loaded wrist sheathes x 2 (10 gp, 0.5 lbs), explorer’s outfit (free)

BACKGROUND
Maynard was quite happy using his minor magical talents and quick fingers to relieve the citizens of Absalom of their unneeded extra gold and valuables, until the night he attempted to lift from the wrong man. Wands always fascinated him, and the one sticking from the vampire’s pocket was too good to resist, but the effort netted him more than he intended. He was found hours later, well-looted in an alleyway, drained of nearly all blood.

His recovery took months, and the close brush with undeath took its toll. His features hollowed, his muscles atrophied, and it was a long time before he could force himself to touch the light of day. Strangely enough, once he was recovered, it was his physical strength, not his stamina which was gone, as the undead taint on his constitution just made him tougher and more resilient than ever.

Ready to get back to his own brand of work, he fell in with members of the Dark Archive, intent on studying his peculiar reaction to near-vampirism. Mulling over his options, the Society didn’t seem so bad at all.

DESCRIPTION
At 3’3”, with limp black hair and pale skin, Maynard looks like death warmed over. Many gnomes mistake him for a well-Bleached poor soul, but while the attack left him with physical scars, his thirst for life remains very much intact.