Ceryph: Difference between revisions

From CTwiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(3 intermediate revisions by the same user not shown)
Line 3: Line 3:
sheettype=D&D 3.5|
sheettype=D&D 3.5|
playername=NPC|
playername=NPC|
campaign= none|
campaign= Citadel of the Planes|
CharacterName=Ceryph|
CharacterName=Ceryph|


Line 9: Line 9:
Race=Human|
Race=Human|
deity=none|
deity=none|
homeland=Valenshire|
homeland=Sigil|


classlevel=Fighter Epic|
classlevel=Fighter/Epic|
alignment=Chaotic Neutral|
alignment=Chaotic Neutral|
initiative= +5|
initiative= +11|
speed=30|
speed=20|


str=7|
str=26|
dex=20|
dex=25|
con=10|
con=20|
int=17|
int=24|
wis=13|
wis=18|
cha=18|
cha=24|


melee=longsword +9 (1d8-1/18-20x2)|
melee=+5 Glassteel Greatsword +35 (2d6+21+1d6/17-20x2)|
ranged=|
ranged=|
bab=+4|
bab=+20|
cmb=+8|
cmb=|
cmd=18|
cmd=|


hp=48|
hp=224|
ac=21|
ac=34|
fort=2|
fort=17|
ref=9|
ref=13|
will=3|
will=10|
special= '''Quick Disable''' (Ex)
special=|
It takes you half the normal amount of time to disable a trap using the Disable Device
skill(minimum 1 round).<br>
'''Trap Spotter''' (Ex)
Whenever you come within 10 feet of a trap, you receive an immediate Perception
skill check to notice the trap. This check should be made in secret by the GM.<br>
'''Evasion''' (Ex)
You can avoid damage from many area-effect attacks. If you make a successful
Reflex saving throw against an attack that normally deals half damage on a successful
save, you instead take no damage. Evasion can only be used if you are wearing light
armor or no armor. If you are helpless, you do not gain the benefit of evasion.<br>
'''Trapfinding''' (Ex)
You add +3 to Perception skill checks made to locate traps and to Disable Device skill
checks. You can use the Disable Device skill to disarm magical traps.<br>
'''Trap Sense''' (Ex)
You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to
AC against attacks made by traps.<br>
'''Uncanny Dodge''' (Ex)
You can react to danger before your senses would normally allow you to do so. You
cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity
bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent
successfully uses the feint action against you.|


skills=Acrobatics        5<BR>      
skills=      
Appraise                3<BR>      
Appraise                7<BR>
Bluff                    6    <BR>   
Balance                  3<BR>  
Climb                    4      <BR>
Bluff                    7<BR>   
Craft (Traps)            9  <BR>     
Climb                    27<BR>     
Craft (Untrained)        <BR>     
Craft (Untrained)        5<BR>     
Diplomacy                12 <BR>     
Diplomacy                8<BR>       
Disable Device          15 <BR>       
Disguise                7<BR>       
Disguise                15 <BR>       
Escape Artist            3<BR>       
Escape Artist            5 <BR>       
Forgery                  7 <BR>
Fly                      5 <BR>    
Gather Information      7<BR>
Heal                    1 <BR>    
Handle Animal            30<BR>
Intimidate              4  <BR>       
Heal                    4 <BR>
Knowledge (Dungeoneering)12 <BR>  
Hide                    3<BR>       
Knowledge (Engineering)  7 <BR>  
Intimidate              30  <BR>          
Knowledge (Local)        11 <BR>    
Jump                    21 <BR>
Perception              3 <BR>       
Listen                  15<BR>
Perform (Untrained)      4 <BR>     
Move Silently            3<BR>       
Ride                    5 <BR>     
Perform (Untrained)      7 <BR>     
Sense Motive            3 <BR>       
Ride                    32 <BR>
Stealth                  8 <BR>     
Search                  7<BR>     
Survival                1 <BR>     
Sense Motive            4 <BR>       
Swim                    -2 <BR>     
Spot                    15 <BR>     
Use Magic Device        10|
Survival                4 <BR>     
Swim                    0 <BR>     
Use Rope                7|


feats= '''Agile Maneuvers:'''
feats= '''Armor Proficiency: Heavy'''<BR>
You learned to use your quickness in place of brute force when performing combat
'''Dodge'''<BR>
maneuvers.<BR>
'''Cleave'''<BR>
'''Alertness:'''
'''Weapon Specialization: Greatsword'''<BR>
You often notice things that others might miss.<BR>
'''Improved Initiative'''<BR>
'''Deceitful:'''
'''Leap Attack'''<BR>
You are skilled at deceiving others, both with the spoken word ans with physical
'''Leadership'''<BR>
disguises..<BR>
'''Spring Attack'''<BR>
'''Deft Hands:'''
'''Combat Reflexes'''<BR>
You have exceptional manual dexterity.<BR>
'''Weapon Focus: Greatsword'''<BR>
'''Armor Proficiency, Light:'''
'''Armor Proficiency: Medium'''<BR>
You are skilled at wearing light armor.<BR>
'''Greater Weapon Focus : Greatsword'''<BR>
'''Simple Weapon Proficiency:'''
'''Whirlwind Attack'''<BR>
You are trained in the use of basic weapons.<BR>
'''Tower Shield Proficiency'''<BR>
'''Weapon Finesse:'''
'''Mobility'''<BR>
You are trained in using your agility in melee combat, as opposed to brute strength.|
'''Greater Weapon Specialization: Greatsword'''<BR>
'''Simple Weapon Proficiency'''<BR>
'''Power Attack'''<BR>
'''Quick Draw'''<BR>
'''Shield Proficiency'''<BR>
'''Improved Critical: Greatsword'''<BR>
'''Great Cleave'''<BR>
'''Armor Proficiency: Light'''<BR>
'''Monkey Grip'''<BR>
'''Combat Expertise'''<BR>|


combat= acid(2)<br> Alchemist fire(5)<br>Artisan's Tools (traps)|
combat= +5 Glassteel Greatsword: Flaming Burst, Keen, Ghost Touch|
other= Chalk(3)<br>Crowbar<br>Masterwork Manacles<br>Masterwork Thieves' Tools<br>Oil(1)<br>Potion of Cats Grace(2)<br>Potion of Cure Moderate Wounds(3)<br>Smokestick(2)<br>Torch(3)|
other= +5 Adamantine Full Plate: Ghost Touch, Amulet of Natural Armor, Bag of Holding, Belt of Giant Strength, Boots of Teleportation, Bracers of Armor, Cloak of Charisma, Gloves of Dexterity, Headband of Intellect, Ring of Protection, Ring of Regeneration|


notes= any special notes|
notes=|




Line 110: Line 100:


}}
}}
<BR>Back to [[Citadel of the Planes]]

Latest revision as of 20:41, 18 June 2010

Sheet Type: D&D 3.5
Player: NPC
Campaign: Citadel of the Planes

Human
Deity: none
Homeland: Sigil

Character Traits

Class / Level: Fighter/Epic
Alignment: Chaotic Neutral
Initiative: +11
Speed: 20

Abilities

Strength: 26
Dexterity: 25
Constitution: 20
Intelligence: 24
Wisdom: 18
Charisma: 24

Offense

Melee: +5 Glassteel Greatsword +35 (2d6+21+1d6/17-20x2)
Ranged:
Base Attack Bonus: +20

Defense

HP: 224
AC: 34
Fort: 17
Ref: 13
Will: 10

Skills

Appraise 7
Balance 3
Bluff 7
Climb 27
Craft (Untrained) 5
Diplomacy 8
Disguise 7
Escape Artist 3
Forgery 7
Gather Information 7
Handle Animal 30
Heal 4
Hide 3
Intimidate 30
Jump 21
Listen 15
Move Silently 3
Perform (Untrained) 7
Ride 32
Search 7
Sense Motive 4
Spot 15
Survival 4
Swim 0
Use Rope 7

Feats

Armor Proficiency: Heavy
Dodge
Cleave
Weapon Specialization: Greatsword
Improved Initiative
Leap Attack
Leadership
Spring Attack
Combat Reflexes
Weapon Focus: Greatsword
Armor Proficiency: Medium
Greater Weapon Focus : Greatsword
Whirlwind Attack
Tower Shield Proficiency
Mobility
Greater Weapon Specialization: Greatsword
Simple Weapon Proficiency
Power Attack
Quick Draw
Shield Proficiency
Improved Critical: Greatsword
Great Cleave
Armor Proficiency: Light
Monkey Grip
Combat Expertise

Special Abilities


Gear

Combat Gear: +5 Glassteel Greatsword: Flaming Burst, Keen, Ghost Touch
Other Gear: +5 Adamantine Full Plate: Ghost Touch, Amulet of Natural Armor, Bag of Holding, Belt of Giant Strength, Boots of Teleportation, Bracers of Armor, Cloak of Charisma, Gloves of Dexterity, Headband of Intellect, Ring of Protection, Ring of Regeneration

Notes

Background

Ceryph is an ancient warrior who demands respect, as the leader of the Guild of Adventurers he's been there and done that.
Honorable to a fault this old veteran is quite generous and will always help those in need if he is able, but don't let that fool you, he's a stern task master, and is quick to serve justice.
Back to Citadel of the Planes