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.