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NAME: Grivon Asterile

Player: Sid (kell@konnections.com)

PERSONAL INFORMATION:

RACE: Half elf

CLASS: Thief

LEVEL: 8

GENDER: Male

ALIGNMENT: CN

XP:

AGE: 32 (birth date: April 6th)

HEIGHT: 6’2

HAIR: Dirty blonde, med. length

WEIGHT: 196

DOMINANT HAND: Right

EYES: Emerald

SKIN: Desert Tanned

PATRON DEITY: Tymora

 

DISTINGUISHING FEATURES: Various scars. Tattoo

ABILITY SCORES:

STR: 16 (wa: 76 lbs.)

DEX: 18

CON: 14

WIS: 10

INT: 12

CHA: 16

Hit Points: 35

AC: 16 (10 base + 4 mod + 2 armor bonus)

 

RACIAL ABILITIES:

Half-elven base speed is 30 feet.

Immunity to sleep spells and similar magical effects, and a +2 racial saving throw bonus against Enchantment spells or effects.

Low-light Vision: Half-elves 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.

+1 racial bonus on Listen, Search, and Spot checks: Half-elves do not have the elf’s ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.

Elven Blood: For all special abilities and effects, a half-elf is considered an elf. Half-elves, for example, can use elven weapons and magic items with racially specific elven powers as if they were elves.

Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). Half- elves have all the versatility and broad (if shallow) experience that humans have.

CLASS ABILITIES:

 

Sneak Attack: (+34/+19) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the rogue's target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied

Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. She cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.

A rogue can only sneak attack a living creature with a discernible anatomy-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Traps: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor.

Uncanny Dodge: The extraordinary ability to react to danger before her senses would normally allow her to do so. Thief retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity bonus to AC if immobilized.)

Can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies other rogues the ability to use flank attacks to sneak attack her. The exception to this defense is that another rogue at least four levels higher than the character can flank her (and thus sneak attack her).

SAVING THROWS:

Fortitude: (+2 thief mod)

Reflex: (+6 thief mod)

Will: (+2 thief mod)

Attack Roll

To score a hit that deals damage on your attack roll, you must roll the target's Armor Class (AC) or better.

Melee Attack Roll: 1d20 + base attack bonus + Strength modifier + size modifier = AC hit

Ranged Attack Roll: 1d20 + base attack bonus + Dexterity modifier + size modifier + range penalty = AC hit

 

FEATS:

Blind-Fight [General] You know how to fight in melee without being able to see your foes.

Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (see Table 8-10: Concealment, page 133). An invisible attacker gets no bonus to hit you in melee. That is, you don’t lose your positive Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus (see Table 8-8: Attack Roll Modifiers, page 132). The invisible attacker’s bonuses do still apply for ranged attacks, however. You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half (see Table 9-4: Hampered Movement, page 143).

Normal: Regular attack roll modifiers for invisible attackers trying to hit you (see Table 8-8: Attack Roll Modifiers, page 132) apply, as does the speed reduction for darkness and poor visibility (see Table 9-4: Hampered Movement, page 143).

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell (see the spell description, page 180, for details).

Alertness [General] You have finely tuned senses.

Benefit: You get a +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar (see page 51) gains the Alertness feat whenever the familiar is within arm’s reach.

EnduranCe [General] You are capable of amazing feats of stamina.

Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 bonus to the check.

SKILLS:

TOTAL:

SKILL NAME:

POINTS:

ABILITY MOD:

RACE MOD:

FEAT MOD:

+8

Appraise

7

INT +1

+5

Balance

1

DEX +4

+5

Decipher Script

4

INT +1

+8

Disable Device

7

INT +1

+13

Hide

9

DEX +4

+4

Intimidate

1

CHA +3

+6

Jump

3

STR +3

+14

Listen

11

WIS +0

+1

+2 alertness

+14

Move Silently

10

DEX +4

+12

Open Lock

8

DEX +4

+14

Pick Pockets

10

DEX +4

+8

Read Lips

7

INT +1

+6

Search

4

INT +1

+1

+5

Swim

2

STR +3

+8

Use Rope

4

DEX +4

+5

Tumble

1

DEX +4

+7

Voice Mimicry

4

CHA +3

 

Voice Mimicry:

Voice mimicry is the art of convincingly imitating the voices of other people. It is a very demanding skill, needing intense training of and practice with the vocal cords. For this reason it requires two non-weapon proficiency slots. A character with voice mimicry is able to imitate any accent he has heard. Success is automatic unless people who themselves speak in that accent are his listeners; in such a case, a proficiency roll is required (with a +2 modifier).

More difficult is the imitation of a specific person's voice. To do this, the thief must, of course, be familiar with the voice. A proficiency check is needed to determine if the imitation is detected; modifiers depend on how well the listeners know the voice that is being mimicked. Success is of course certain if the listener is a stranger, someone who has never heard the original voice. To fool an acquaintance, there is no modifier; while fooling a friend of the subject is at -2, a close friend -5, and someone extremely close (e.g., parent or spouse-someone who has had close contact with the person for years) is at -7.

This ability is often used in conjunction with the disguise proficiency. Which proficiency must be checked first depends on whether the character is seen or heard. If the disguise first is successful, there is a +5 modifier to the voice mimicry-the listeners have already accepted the appearance, so they are less likely to doubt the voice. If the disguise fails, it doesn't matter how good the voice imitation is. If the voice is successfully mimicked first, it gives a +1 modifier to the disguise check.

 

 

 

 

 

 

 

EQUIPMENT CARRIED:

WEAPONS:

Arrows, sheaf (23 cnt.)

Composite Short Bow

Dagger (6 count) (2 w/ black frosted hilts & pitch iron blade)

Greek Fire, old (2 flasks)

Poison (1 vial)

Quarter Staff

Sword of Wounding (long)

HERBS/PERISHABLES:

Catnip, well sealed

Nuts (1 lb.)

Salted Herring, well sealed (1 lb., cut in strips, wrapped in rolls, 9 cnt.)

Standard Rations (2 wks)

Wineskin (x2, one with dwarven stout)

 

THIEVING ITEMS & SUPPLIES:

Backpack

Bedroll

Chalk, powder

Chalk, stick

Chisels, lock set of 3

Crampons

Crowbar

Dice, block skull design (biased set of 4)

Flint

Fishing Hooks (6 cnt.)

Fishing Line

Fishing Net, 10 sq. ft.

Glass bottles (3 cnt.)

Grappling Hook

Leather Pouches, large (3 cnt.)

Leather Pouches, small (5 cnt.)

Leather Straps (3 cnt.)

Marbles (30 cnt.)

Metal File

Mirror, small hand, silver

Nails, iron (100 cnt.)

Pick Axe

Pliers

Rope (silk, 50’)

String, 50'

Spikes, climbing, iron (20 cnt.)

Thieves Picks and Tools

Whetstone

Winter Blankets (2 cnt.)

MONIES AND GEMS: (adjust for Reins)

Amber Transparent golden (100 gp)

Emerald (1,000 gp)

Fire Opal Fiery red (1,000 gp)

Jacinth Fiery orange (5,000 gp)

Oriental Emerald Bright green (5,000 gp)

2 Sapphires Clear to medium blue (1,000 gp)

Star Ruby Translucent ruby with white star highlights (5,000 gp)

Star Sapphire Translucent blue with white star highlights (5,000 gp)

1 gold rings

31gp/40sp (Mage tomb coin) +45,000 gp

51gp/5sp/6cp (Toril Coin)

5 Gold (from Derril)

CLOTHES:

Boots (soft), dark chocolate w/ gray fox fur cuffs. Wool-lined

Cloak, fine cloth (black)

Cloak, dark hematite silk line, with gray fox fur

Heavy Fleece (similar) Pullover

Jacket, dark chocolate leather

Pants, leather (2 cnt.)

Shirts, swordsman (2 cnt.)

Silk Coat, emerald w/gold accents (noble issue)

Silk Pants, emerald w/gold accents

Silk Scarf, gold w/black embroidered edges

Silk Shirts (6 cnt.) black (1), crimson (2), emerald (2), dark hematite (1)

JEWELRY/MAGIC/SPECIAL:

Avariel feather, white

Bag of Sand from Shadowmere Tower

Bracelet, fine, light silver chain with gold stone, blue sapphire, amethyst, and emerald.

Cards, marked & reg. in finely carved chest

Cufflinks, 1 set smooth red ruby w/silver

Deck of Illusions in black leather case

Decantur of Elverquist

Figurine, white stone of lady dancing (1'' diameter, 3'' tall)

Gypsy bells, 1 light silver chain

Rope of Climbing

ANIMALS:

1 black med. war horse (WA 440lbs.) w/ tack and saddle bags “Agarwaen” (blood-stained)

1 small white kitten, trained, black spot on nose. “Dice/Cestle” HP: 4

MISC. OR ADDED since 2-7-00:

IMAGE REFERENCES:

 

Tattoo on lower back, side

History of Image:

When in Calimport, Grivon worked with 4 other men in particular for thieving purposes. Each have a similar make of the same tattoo design. Meaning, beyond this, has so far been held secret. These other men are:

Lucas Asterile -his brother

“Case” Jesolan -locksmith

“Mart” Leiso

Jorin Ai’Keila -tavern cook

 

NOTE: Although these associates were not exclusive towards Grivon’s experiences, they were the best organized. The group was recognized by the local guild.

 

 

 

CHARACTER HISTORY:

Grivon’s parents were Masias J. Asterile and Secille. Beyond his brother Lucas, he has a sister, Cayton, whose whereabouts are now unknown. She was last known to be enslaved in a harem. Masias is a deceased ranger. Secille left Calimport to avoid her daughter’s fate after Lucas and Grivon were unable to recover her. Grivon started out on the streets sometime around age 8, more so by about four years later. He has a large repertoire of “job” stories for up until he joined RealmsQuest.

(expansion available, once written.)