Raistlin

Thomdril Merrilin's page

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Full Name

Thomdril Merrilin

Race

Human Unchained Rogue 1 I HP: 11/11 I AC:16/Touch:13/FF:13 I CMD:13/CMB:0 I Fort:2 Ref:5 Will:0 I Init:3 I

Classes/Levels

Skills:
Acrobatics:5, Appraise:5, Climb:2, Disable Device:13, Escape Artist:5, K-Dungeoneering:5, K-Local:5, Linguistics:5, Perception:4(5 traps), Sense Motive:4, Sleight of Hand:5, Stealth:6, UMD:5

Age

58

Alignment

NG

Languages

Common, Elven, Kelish

Strength 10
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 10
Charisma 10

About Thomdril Merrilin

Attack: Dagger +3 DMG 1d4 19-20x2
TWF: Dagger +1/+1 DMG 1d4/1d4
Sneak Attack 1d6

Fort 2 = 0 Base +2 Con
Ref 5 = 2 Base +3 Dex
Will 0 = 0 Base +0 Wis

Common, Elven, Kelish

Rogue Class Skills:

12 = 8 +1 Int +1 Human +1 Fav Class +1 Trait
2 Background Skills: Sleight of Hand & Linguistics

Acrobatics (Dex) 5 = 1 Rank +3 Class +3 Dex -2AC
Appraise (Int) 5 = 1 Rank +3 Class +1 Int
Climb (Str) 2 = 1 Rank +3 Class +0 Str -2 AC
Diplomacy (Cha) 4 = 1 Rank +3 Class +0 Cha
Disable Device (Dex) 13 = 1 Rank +3 Class +3 Dex +3 Skill Focus +2 MW Tools +1/2 lvl
Escape Artist (Dex) 5 = 1 Rank +3 Class +3 Dex -2AC
K-Dungeoneering (Int) 5 = 1 Rank +3 Class +1 Int
K-Local (Int) 5 = 1 Rank +3 Class +1 Int
Linguistics (Int) 5 = 1 Rank +3 Class +1 Int
Perception (Wis) 4(5 Traps) = 1 Rank +3 Class +0 Wis (+1/2 lvl Traps)
Sense Motive (Wis) 4 = 1 Rank +3 Class +0 Wis
Sleight of Hand (Dex) 5 = 1 Rank +3 Class +3 Dex -2AC
Stealth (Dex) 5 = 1 Rank +3 Class +3 Dex -2AC
Swim (Str)
UMD (Int) 5 = 1 Rank +3 Class +1 Int

Feats:

Human: Skill Focus(Disable Device) +3 or +6 at 10 Ranks
Finesse Training: Weapon Finesse(Dagger)
1st Level: Two Weapon Fighting

Trait:

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier

Finding Haleen: You never knew your parents—perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. She’s always been a part of your life, and although her temper often kept her from making friends or keeping a job, she’s always been kind to you. Haleen was instrumental in securing your freedom from slavery or making sure you got a good apprenticeship or job in society—but recently, she’d been growing strangely morose and depressed. You and Haleen normally kept no secrets, but whatever was bothering her wasn’t something she shared with you. One night, she vanished, leaving you a brief note, begging you to forget her and to get on with your life, but something about the note bothered you—something in the way she phrased her words struck you as forced. You may be convinced she’d been kidnapped, forced to leave against her will, or even magically controlled, but you also suspect that she left you to protect you from something—that was ever her way. You’re now convinced that it’s time for you to step in and protect her, but you had no idea where she may have gone until recently. Several months have passed since she disappeared, and you’ve spent those months searching for clues to her location, and you’ve finally found a lead—a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen’s description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. What she’s doing there and how she came to be there makes no sense to you yet, but the lead is the strongest one you’ve had. This and Garavel’s advertisement for mercenaries to accompany him to the region is all the omen you need. You joined Garavel’s group and eagerly await the day you’ll be leaving for Kelmarane. Although Haleen chose to become a swashbuckling adventurer, she always encouraged you to seek your own path, and her support is the primary reason you chose the class you did at 1st level.

This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen.

Human Traits:

+2 ability score
Skilled +1 Skill per level
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Common Language

Class Features:

Sneak Attack 1d6

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.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Equipment:

0 Gold 7 Silver 0 Copper

3x Daggers 1d4 19-20 10ft P or S 6 Gold
Studded Leather +3AC +5 Max Dex -1AC Check 25 Gold
Backpack 2 Gold
bedroll 1 Silver
10x Chalk 1 Silver
flint & steel 1 Gold
10x pitons 1 Gold
rope, soap 1 Gold
10x torches 1 Silver
4x trail rations 2 Gold
waterskin 1 Gold
MW Thieve’s Tools +2 Disable Device 100 Gold

Mental Journal:

Day 1: Dearest Haleen... my quest for you has spanned many years, friends, and locations. My newest clue to you has found me with a caravan traveling through the desert on the way to a ghost town called Kelmarane. The group seems capable enough. The Lady in charge is.... intriguing. As well is her “expert” Dashki....