Beth's Game
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Bob....or is it?

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Bob....or is it? Empty Bob....or is it?

Post  ari Tue Dec 28, 2010 9:11 pm

Belle, Level 16 Human Female
Rogue (Spy) 7/Master Spy 9
Favored Class: Rogue

Bob....or is it? Identity

Str 12 +1
Dex 16 +3 (20 +5)
Con 14 +2 (18 + 4)
Int 14 +2 (18 +4)
Wis 13 +1
Cha 22 +6 (26 +8 )

Size: Medium (5/5)
Speed: 30
Languages: Common, Elven, Shaaran, Mulhorandi, Illuskan, Chondathan, Orc, Abyssal, Infernal, Ignan, Draconic

SAVES:
14 Fortitude 2 3 4 5
20 ---Reflex 5 5 5 5
13 -----Will 2 5 1 5

BAB: 11
HP: 162
AC: (10 + Armor + Shield + Dex + Natural + Deflection)
Initiative: 5
Speed: 30

Feats:
H: Skill Focus: Bluff
1: Deceitful
3: Iron Will
5: Skill Focus: Disguise
Rogue 6: Point Blank Shot
7: Weapon Finesse
9: Skill Focus: Sleight of Hand
11: Master of the Ledger
13:
15:

Traits:
Canter: +5 Bluff/Sense Motive to send/intercept secret messages
Fast Talker: +1 on Bluff checks

Spy Rogue Subtype
Skilled Liar (Ex)
Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on
the opposed roll equal to 1/2 her rogue level (minimum +1). This bonus does not
apply to feint attempts or attempts to pass secret messages.
This ability replaces trapfinding.
Poison Use (Ex)
A 3rd level, a spy is trained in the use of poison and cannot accidentally poison
herself when applying poison to a blade.
This ability replaces trap sense.

Rogue Talents
2 Quick Disguise (Ex): A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Disguise Time
Minor details only full-round action
Disguise as a different gender 1 minute
Disguise as a different race 1 minute
Disguise as a different age category 1 minute
Disguise as a different size category 1 minute
4 Guileful Polyglot (Ex): A rogue with this talent who has at least one rank in Linguistics gains four additional languages.
6 Combat Trick: Point Blank Shot

Sneak Attack 4d6
Evasion
Uncanny Dodge

Skills: 84/84
9 Acrobatics (Dex 4) 2 3
8 Appraise (Int 2) 3 3
21 Bluff (Cha 5) 7 3 1 2 3
5 Climb (Str 1) 1 3
9 Craft: Alchemy (Int 2) 4 3
6 Craft: Carpentry (Int 2) 1 3
15 Diplomacy (Cha 5) 7 3
4 Disable Device (Dex) 4
20 Disguise (Cha 5) 7 3 2 3
11 Escape Artist (Dex 4) 4 3
8 Handle Animal (Cha 5)* 3
9 Intimidate (Cha 5) 1 3
6 Knowledge Geography (Int 2) 1 3
6 Knowledge History (Int 2) 1 3
6 Knowledge Local: Calimshan (Int 2) 1 3
6 Knowledge Nobility (Int 2) 1 3
9 Linguistics (Int 2) 4 3
11 Perception (Wis 1) 7 3
5 Perform (Cha 5)
5 Profession: Scribe (Wis 1) 1 3
5 Ride (Dex 4) 4 1
12 Sense Motive (Wis 1) 7 3 1
12 Sleight of Hand (Dex 4) 5 3
14 Stealth (Dex 4) 7 3
5 Swim (Str 1) 1 3
15 Use Magic Device (Cha 5) 7 3


Hat of disguise +10 disguise


Last edited by ari on Mon Mar 07, 2011 10:04 pm; edited 2 times in total
ari
ari

Posts : 7
Join date : 2010-12-28

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Bob....or is it? Empty EQUIPMENT

Post  Admin Mon Jan 03, 2011 12:53 pm

Handy Haversack - - - - - -2000 GP - 5 pounds
Hat of Disguise - - - - - - - 1800 GP - --
Disguise Kit x2 - - - - - - - - 100 GP - 16 pounds
Portable Alchemy Lab - - - - -75 GP - 20 pounds
Artisan's Tools, Masterwork - -55 GP - 5 pounds
Rope 50' Lengths x4 - - - - - - -
Bear Trap x5 - - - - - - - - - -10 GP - 50 pounds


4040/10500 GP
Admin
Admin
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Posts : 45
Join date : 2010-12-28

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Bob....or is it? Empty bob now known as belle

Post  ari Mon Jan 03, 2011 9:16 pm

More stuffs
ring of sustanance 2500 gp
Bell 1gp
Butterfly net 5 gp
5 sets caltrops 5 gp
10 candles 10 cp
10 scroll cases 10 gp
10 sq yds canvas 10 sp
10 ft chain 30 gp
10 pc chalk 10 cp
10 pc charcol 50 sp
crowbar 2 gp
5 false bottom cups 5 gp
10 fish hooks 10 sp
fishing net 4 gp
5 empty flasks 15 cp
flint and steel 1 gp
5 grappling hooks 5 gp
hammer 5 sp
hammock 1 sp
harpy musk 2 sp
1 hr hourglass 25 gp
2 vials ink 16 gp
10 ink pens 10 sp
10 iron spikes 50 cp
10 ft ladder 2 sp
hooded lantern 7 gp
10 magnets 50 sp
false manacles 65 gp
5 bags marbles 5 sp
small steel mirror 10 gp
10 flasks oil 10 sp
25 parchments 50 sp
5 blow guns 10 gp
200 darts 1 gp
50 ft silk rope 50 gp
5 sewing needles 5 gp
sealing wax 1 gp
10 signet rings 50 gp
signal whistle 8 sp
50 ft 1 cp
whetstone 2 cp
10 ft pole 5 cp
bees wax
20 vials 20 gp

deathblade 600 gp
Deathblade injury 20 — 1/rd. for 6 rds. 1d3 Con 2 saves

Drow poison 25 gp
Drow poison injury 13 — 1/min. for 2 min. unconscious 1 min./2d4 hours 1 save

Malyass root paste 83 gp
Malyass root paste contact 16 1 min. 1/min. for 6 min. 1d2 Dex 1 save

Nightmare vapor - 600 gp
Nightmare vapor inhaled 20 — 1/rd. for 6 rds. 1 Wis and confused 1 round 2 saves

Artisan's Outfit 1 gp breakaway 5 gp
This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.

Cold-Weather Outfit 8 gp breakaway 5 gp
This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Courtier's Outfit 30 gp breakaway 5 gp
This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

Entertainer's Outfit 3 gp breakaway 5 gp
This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorer's Outfit 10 gp breakaway 5 gp
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Monk's Outfit 5 gp breakaway 5 gp
This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

Noble's Outfit 75 gp breakaway 5 gp
These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.

Peasant's Outfit 1 sp breakaway 5 gp
This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Pickpocket's Outfit 5 gp breakaway 5 gp
Outfitted with concealed pockets, this clothing gives you a +2 bonus on hiding small objects on your person.

Scholar's Outfit 5 gp breakaway 5 gp
Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler's Outfit 1 gp breakaway 5 gp
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

+1Leaf armor +4 +6 0 15% 30 ft. 20 ft. 10 lbs.
2 +1 daggars
2nd handy haversack 2000 gp
10393 gp 10 sp 1 cp

+1 ammy natural armor
+1 cloak of resist
+3 ring of protection
2 potions cure light wounds

Dagger of Venom

Aura faint necromancy; CL 5th Slot none; Price 8,302 gp; Weight 1 lb.

Description
This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

+1 rapier 2000 gp
+2 belt of dex
2492 gp


Last edited by ari on Mon Mar 07, 2011 10:31 pm; edited 2 times in total
ari
ari

Posts : 7
Join date : 2010-12-28

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