Ceryph: Difference between revisions

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(New page: Class/Level: Fighter/Epic Race: Human Background: Ceryph is an ancient warrior who demands respect, as the leader of the Guild of Adventurers he's been there and done that.<br>Honorab...)
 
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Class/Level:  Fighter/Epic
{{Dd3.xsheet|
image=Halfling_-_Male_-_Leather,_Dagger.JPG‎|
sheettype=D&D 3.5|
playername=NPC|
campaign= none|
CharacterName=Ceryph|


Race:  Human


Background: Ceryph is an ancient warrior who demands respect, as the leader of the Guild of Adventurers he's been there and done that.<br>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.
Race=Human|
deity=none|
homeland=Valenshire|
 
classlevel=Fighter Epic|
alignment=Chaotic Neutral|
initiative= +5|
speed=30|
 
str=7|
dex=20|
con=10|
int=17|
wis=13|
cha=18|
 
melee=longsword +9 (1d8-1/18-20x2)|
ranged=|
bab=+4|
cmb=+8|
cmd=18|
 
hp=48|
ac=21|
fort=2|
ref=9|
will=3|
special= '''Quick Disable''' (Ex)
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>     
Appraise                3<BR>     
Bluff                    6    <BR> 
Climb                    4      <BR>
Craft (Traps)            9  <BR>   
Craft (Untrained)        3  <BR>   
Diplomacy                12 <BR>     
Disable Device          15 <BR>     
Disguise                15 <BR>     
Escape Artist            5 <BR>     
Fly                      5 <BR>     
Heal                    1  <BR>     
Intimidate              4  <BR>     
Knowledge (Dungeoneering)12 <BR>   
Knowledge (Engineering)  7  <BR>   
Knowledge (Local)        11 <BR>     
Perception              3  <BR>     
Perform (Untrained)      4  <BR>   
Ride                    5 <BR>   
Sense Motive            3  <BR>     
Stealth                  8  <BR>   
Survival                1  <BR>   
Swim                    -2 <BR>   
Use Magic Device        10|
 
feats= '''Agile Maneuvers:'''
You learned to use your quickness in place of brute force when performing combat
maneuvers.<BR>
'''Alertness:'''
You often notice things that others might miss.<BR>
'''Deceitful:'''
You are skilled at deceiving others, both with the spoken word ans with physical
disguises..<BR>
'''Deft Hands:'''
You have exceptional manual dexterity.<BR>
'''Armor Proficiency, Light:'''
You are skilled at wearing light armor.<BR>
'''Simple Weapon Proficiency:'''
You are trained in the use of basic weapons.<BR>
'''Weapon Finesse:'''
You are trained in using your agility in melee combat, as opposed to brute strength.|
 
combat= acid(2)<br> Alchemist fire(5)<br>Artisan's Tools (traps)|
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)|
 
notes= any special 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.<br>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.
|
 
}}

Revision as of 20:32, 16 June 2010

Sheet Type: D&D 3.5
Player: NPC
Campaign: none

Human
Deity: none
Homeland: Valenshire

Character Traits

Class / Level: Fighter Epic
Alignment: Chaotic Neutral
Initiative: +5
Speed: 30

Abilities

Strength: 7
Dexterity: 20
Constitution: 10
Intelligence: 17
Wisdom: 13
Charisma: 18

Offense

Melee: longsword +9 (1d8-1/18-20x2)
Ranged:
Base Attack Bonus: +4

Defense

HP: 48
AC: 21
Fort: 2
Ref: 9
Will: 3

Skills

Acrobatics 5
Appraise 3
Bluff 6
Climb 4
Craft (Traps) 9
Craft (Untrained) 3
Diplomacy 12
Disable Device 15
Disguise 15
Escape Artist 5
Fly 5
Heal 1
Intimidate 4
Knowledge (Dungeoneering)12
Knowledge (Engineering) 7
Knowledge (Local) 11
Perception 3
Perform (Untrained) 4
Ride 5
Sense Motive 3
Stealth 8
Survival 1
Swim -2
Use Magic Device 10

Feats

Agile Maneuvers: You learned to use your quickness in place of brute force when performing combat maneuvers.
Alertness: You often notice things that others might miss.
Deceitful: You are skilled at deceiving others, both with the spoken word ans with physical disguises..
Deft Hands: You have exceptional manual dexterity.
Armor Proficiency, Light: You are skilled at wearing light armor.
Simple Weapon Proficiency: You are trained in the use of basic weapons.
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.

Special Abilities

Quick Disable (Ex) It takes you half the normal amount of time to disable a trap using the Disable Device skill(minimum 1 round).
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.
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.
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.
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.
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.

Gear

Combat Gear: acid(2)
Alchemist fire(5)
Artisan's Tools (traps)
Other Gear: Chalk(3)
Crowbar
Masterwork Manacles
Masterwork Thieves' Tools
Oil(1)
Potion of Cats Grace(2)
Potion of Cure Moderate Wounds(3)
Smokestick(2)
Torch(3)

Notes

any special 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.