Race |
HP (74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (3/3) Arcane Pool (3/5) Copycat (6/6) |
Classes/Levels |
Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll] |
About Simon Severant
Simon Severant – Male Halfling
Alignment LN
Rogue 6/Arcanist 2 (VMC Cleric)
Deity – Oghma
Linguistics – Common & Halfling + Goblin/Elven/Dwarven
HP = 74 (2d6+6d8+8 Con+6 Favored Class)
AC = 16 [Halfling Bonus + Dex + Ring of Protection +1]
Ini +4
BaB +5
Melee Attack – (+5) Short Spear - 1d4-1
Ranged Attack – (+10) +1 Heavy Corrosive Crossbow 1d8+1d6 Acid [18 Bolts]
Proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
CMB – +3
CMD – +17
F – +5 (2+1+1+1)
R – +13 (5+2+4+1+1)
W – +10 (+5+3+1+1) [-2 Save vs. Fear effects]
Strength 8
Dexterity 18 (Deep Red Sphere Ioun Stone +2 Dex)
Constitution 13 (Belt of Mighty Con +2)
Intelligence 16
Wisdom 16 (Incandescent Blue Sphere Ioun Stone +2 Wis)
Charisma 14
(Ability Score Increases +1 Intelligence & +1 Charisma)
[VMC Cleric]
3rd Level Feat – Domain Ability – Trickery (Wis +3) – 6x day Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
7th Level Feat – Channel Energy (as 1st Level Cleric 1 + Cha Mod.) – 3x day
Feats:
1st Level Feat – Skill Focus – Disable Device
5th Level Feat – Extra Arcanist Exploit
Traits:
Seeker - + 1 Perception
Nimble Fingers, Keen Mind +1 Disable Device
Drawback:
Cowardly - Your base speed when frightened and fleeing increases by 5 feet, and the penalties you take from having the cowering, frightened, panicked, or shaken conditions increase by 1. If you would normally be immune to fear, you do not take these penalties but instead lose your immunity to fear (regardless of its source).
BACKGROUND SKILLS (16)
Appraise (Class - Int)
Artistry
Craft (Class - Int)
(4 Ranks) + 10
Handle Animal
Knowledge (engineering) (Class - Int)
(1 Rank) +7
Knowledge (geography) (Class - Int)
(1 Rank) +7
Knowledge (history) (Class - Int)
(1 Rank) +7
Knowledge (nobility) (Class - Int)
(1 Rank) +7
Linguistics (Class - Int)
Lore
Perform (Class - Cha)
Profession (Class - Wis)
Sleight of Hand (Class - Dex)
(8 Ranks) +15
+3 PERCEPTION to FIND TRAPS
ADVENTURING SKILLS (88)
Acrobatics (Class - Dex)
(8 Ranks) +15
Bluff (Class - Cha)
(8 Ranks) +13
Climb (Class - Strength)
(4 Ranks) +6
Diplomacy (Class - Cha)
(4 Ranks) +9
Disable Device (Class - Dex)
(8 Ranks) +29
Disguise (Class - Cha)
(4 Ranks) +9
Escape Artist (Class - Dex)
(4 Ranks) +11
Fly (Class - Dex)
Heal
Intimidate (Class - Cha)
Knowledge (arcana) (Clas - Int)
(2 Ranks) +8
Knowledge (dungeoneering) (Class - Int)
(8 Ranks) +14
Knowledge (local) (Class - Int)
(2 Ranks) +8
Knowledge (nature) (Class - Int)
Knowledge (planes) (Class - Int)
(2 Ranks)+8
Knowledge (religion) (Class - Int)
(2 Ranks)+8
Perception (Class - Wis)
(8 Ranks)+19
Ride
Sense Motive (Class - Wis)
(8 Ranks)+13
Spellcraft
Stealth (Class - Dex)
(8 Ranks)+19
Survival
Swim (Class - Str)
Use Magic Device (Class - Cha)
(8 Ranks) +13
Halfling Racial Traits:
Fleet of Foot Speed 30' (Replaces Slow Speed & Sure Footed),
Evasive Nomad +2 Reflex Saves BUT -2 Save Vs. Fear (Replaces Fearless)
Danger Detection - Halflings with this racial trait gain a +4 racial bonus on Perception checks to notice a creature using Stealth, as well as Perception checks to notice a weapon being drawn or a hidden trap (or similar signs of danger, subject to the GM’s discretion). This replaces keen senses.
Size Bonuses: +1 Bonus to AC, +1 to Attack, -1 CMB & CMD, +4 Stealth
Halfling Luck +1 Bonus on All Saving Throws,
Dimdweller - Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Halflings can take this trait in place of weapon familiarity
Arcanist Class Features:
Arcane Reservoir 5
Arcane Pool 4
In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Consume Spells - At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Arcane Exploits –
Armored Mask - She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.
Spell Disruption - The arcanist can temporarily disrupt a spell by expending 1 point from her arcane reservoir and succeeding at a dispel check against the spell, asdispel magic. This ability suppresses a spell effect for a number of rounds equal to the arcanist’s Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.
Arcane Spells Per Day
1st - 3 + 1 (Int)
Prepared Spells:
0th – 5 - Detect Magic, Light Disrupt Undead, Mage Hand, Open/Close
1st – 2 – Grease, Shadow Trap
Known Spells:
Oth: ALL
1st 7 - Alarm, Grease, Vanish, Ray of Enfeeblement, Shadow Trap, Shocking Grasp, Bungle
Rogue Class Features:
Rogue Talents –
Trap Spotting - Receive a Perception check whenever you come within 10 feet of a trap,
Quick Disable - Disable a trap in half the normal amount of time,
Canny Observer - Gain a +4 bonus to Perception checks.
Sneak Attack +3d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge
Gold:
444 GP
Gear:
Masterwork Thieves Tools +2 Dis Dev, 50' Bloodvine Rope (Bloodvine rope has a hardness of 5 and 10 hit points, and can be broken with a DC 30 Strength check. A creature bound by bloodvine rope can escape with a DC 35 Escape Artist check or a DC 30 Strength check), Small Steel Mirror, Grappling Hook, Backpack, Torch (5), Flint and Steel, Everburning Torch,
Antitoxin Vial (2), Vermin Repellant (5 vials), Alchemist Fire (5)
Magical Gear:
Trapspringer's Gloves +5 Dis Dev
Background:
Simon hails from Sleeping Hollow, an Arn Halfling settlement nestled on the Arnrock Volcano in the Lake of Steam. Though a ramshackle collection of small homes and boarding houses, the volcano itself provided endless amounts of entertainment and dangers with caves to explore, “dungeons to delve” Simon would tell his parents who were less than enthusiastic about the young lad spending so much time in the mountain regions dangerous environs. Simon would have been a simple fisherman or a shiftless layabout but for a chance meeting with a Halruaan Wizard Akhlaur who was interested in the research of dangerous magic. On his trip to Sleeping Hollow it was to summon fire creatures borne of the power of the local volcano.
Simon took the Mage on a tour through the caverns within the Volcano, but broke away once the Wizard started conjuring creatures he could barely control! Still, Simon realized that there was more to the world then his small village and set out to find it and do well... something!
He took a ship off of the Island and began traveling north. His natural rogue skills found him work as part of an adventuring group and he bounced around the cities on the north shores of the Lake of Steam. His group traveled the Golden Road to look for work in some of the larger cities in the Vilhon Reach. While doing a job for a cleric in Arrabar he was introduced to religion in a serious manner for the first time and found the idea of a God of Knowledge too enticing to pass on. He left his group to follow the Cleric back to his home city of Procampur and while there seriously considered training to be a cleric of the Binder.
While searching through a few tomes in the Library of the city, he came across the writings of a Halruaan Wizard who wrote a treatise on alternative magic. The idea of actually being able to cast spells like the Halruaan troublemaker, especially in a novel way lured Simon away from fully becoming part of the clergy of Oghma. Though he stayed affiliated with the Church and was a great admirer of Grand Patriarch Cullen Kordamant.
It was the Time of Troubles that severed Simon from the city and his close relationship with the Church. The Grand Patriarch disappeared and the church fell to infighting as the Fall of the Gods came and went. Simon decided that he was glad he did not join the church after all and decided to seek that… something that he was destined to do. Once things became safe, he set out on a new quest, besides just tinkering with magic, heading to Candlekeep! After all, where better a place to follow the true teaching of the Binder, knowledge for its own sake.
Once again, his Rogue skills got him attached to a group that was heading North anyway via the Swordcoast by way of a visit to the legendary Baldur’s Gate. Simon and his group headed north and they parted ways when the Halfling got close enough to Candlekeep to strike out on his own.
After several months of looking though various tomes for some purpose and meaning he found it! There was the rumor, well not a rumor it was true, that a Mad Mage created a Dungeon below the city of Waterdeep. What great luck!? Simon was interested in plumbing secrets of magic and what better place than in a dungeon where he could ply his primary trade and follow his ever-growing passion for learning new arcane secrets.
Simon traveled North with Nehlsons Raiders and decided to stay with them to pick up extra skills and coin instead of heading to Waterdeep/Undermountain directly as originally intended.
Luckily, the group picked up Hellig in and around Luskan. We met and stayed with the group for a while when they were taking regular old MurderHobo jobs. Once Hellig and Simon realized that the band was going to partake in slavery, we parted ways as neither of us had any desire to do dirty work for the Zhents or anyone else who would want us to be slavers!
Thus, it was to Waterdeep and an Inn called the Yawning Portal that Simon headed, with Hellig in tow, to seek his… something!