Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
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Evo Shandor
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Played by Brian Blum
15 Games Played, Created 05/25/2006
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Male Human |
Character Level 18 |
CN Medium Humanoid (Human) |
Classes Fighter 9, Rogue 9 |
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AC |
Touch |
Flat-Footed |
Size |
Dex |
Natural |
Armor |
Helm |
Shield |
Deflection |
Dodge |
Morale |
Circumstance |
Other |
21 |
14 |
21 |
+0 |
+3 |
+1 |
+6 |
+0 |
+0 |
+0 |
+1 |
+0 |
+0 |
+0 |
+3 dodge bonus against traps |
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Combat Options |
- Combat Expertise When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
- Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
- Flipping Attack When you take the charge action, you may continue to move after making the attack portion of the charge. The movement must continue in a straight line, up to a maximum total movement of twice your move speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures if possible.
- freedom of movement Immune to paralysis, solid fog, slow, and web; automatically succeed grapple check to resist grapple; automatically succeed grapple or Escape Artist check to escape grapple or pin; move and attack normally underwater.
- Improved Feint Feinting is a move action that does not provoke an attack of opportunity. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target's Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
- When feinting in this way against a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a nonintelligent creature, it's impossible.
- Meet the Charge (Ex) Any opponent that charges you provokes an attack of opportunity if the opponent's attack is made from a square that you can reach with your current weapon. Your attack of opportunity is resolved at the end of the opponent's movement, but before the opponent's attack. This feat does not grant you additional attacks of opportunity beyond the number that you are normally permitted in a round.
- This feat does not negate the benefits of the Ride-By Attack feat or the Spring Attack feat. Opponents using those feats do not provoke attacks of opportunity from you.
- Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
- Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
- If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
- +1 racial attack bonus with handaxes
- Second Wind (Ex) ( ) 1/encounterAs a move action that does not provoke an attack of opportunity, cure self of 18equal to character level hit points.
- Sneak Attack +5d6from rogue levels
- Spring Attack When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
- You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
- Structural Weakness (Ex) A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +5 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
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Duration |
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Caster/Level |
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Skills
Appraise +1 (+1 Int, 0 ranks),
Balance +11 (+3 Dex, 6 ranks, +2 synergy Tumble, -0 armor),
Bluff +7 (+0 Cha, 7 ranks),
Climb +16 (+18 involving ropes) (+3 Str, 13 ranks, -0 armor),
Concentration +2 (+2 Con, 0 ranks),
Decipher Script +5 (+1 Int, 4 ranks),
Diplomacy +2 (+0 Cha, 0 ranks, +2 synergy Bluff),
Disable Device +21 (+1 Int, 15 ranks, +5 legendary thieves' tools),
Disguise +0 (+2 acting) (+0 Cha, 0 ranks),
Escape Artist +5 (+7 involving ropes) (+3 Dex, 2 ranks, -0 armor),
Forgery +1 (+1 Int, 0 ranks),
Gather Information +0 (+0 Cha, 0 ranks),
Heal +1 (+0 Wis, 0 ranks, 1 cross-class rank),
Intimidate +2 (+0 Cha, 0 ranks, +2 synergy Bluff),
Jump +15 (+3 Str, 10 ranks, +2 synergy Tumble, -0 armor),
Knowledge (dungeoneering) +12 (+1 Int, 11 ranks),
Knowledge (localDaggerford) +4 (+1 Int, 3 ranks),
Listen +10 (+0 Wis, 10 ranks),
Open Lock +20 (+3 Dex, 10 ranks, +2 racial, +5 legendary thieves' tools),
Ride +4 (+3 Dex, 0 ranks, 1 cross-class rank),
Search +16 (+21 secret doors, traps, concealed objects) (+1 Int, 15 ranks),
Sense Motive +1 (+0 Wis, 1 ranks),
Sleight of Hand +9 (+3 Dex, 2 ranks, +2 racial, +2 synergy Bluff, -0 armor),
Sneak +20 (+3 Dex, 10 ranks, +2 racial, +5 boots of elvenkind, -0 armor),
Spot +10 (+0 Wis, 10 ranks),
Survival +0 (+2 underground or tracking) (+0 Wis, 0 ranks),
Swim +9 (+3 Str, 6 ranks, -0 armor),
Tumble +17 (+3 Dex, 12 ranks, +2 synergy Jump, -0 armor),
Use Rope +12 (+3 Dex, 7 ranks, +2 silk rope)
Armor Check Penalty
-0-0 armor -0 helm -0 shield;
Swim Check Penalty -0;
Permanent Class Skills Knowledge (dungeoneering), Knowledge (localDaggerford)
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Feats
Armor Proficiency (all),
Combat Expertise,
Combat Reflexes,
Dodge,
Exotic Weapon Proficiency (hand crossbow),
Flipping Attack,
Greater Weapon Focus (longsword),
Improved Critical (longsword),
Improved Feint,
Improved Initiative,
Iron Will,
Martial Weapon Proficiency (all),
Meet the Charge,
Mobility,
Power Attack,
Quick Reconnoiter,
Simple Weapon Proficiency (all),
Spring Attack,
Weapon Focus (longsword)
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Special Qualities |
- Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
- Improved Uncanny Dodge (Ex): A rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. A rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
- Rogue Abilities: trapfinding.
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Miscellaneous Information |
HistoryThe blood of a pure rogue runs through Evo's veins. Both his mother and father are members of the Daggerford Rogue's Guild. Evo grew up around the best. In his younger days he would act a bit chaotic always try to pick the locks of his neighbors houses, sneak attacking people, hidding....ect. He aspaired to be just like his parents and join the DFR's. As soon as he became old enough to join he did. Being in Daggerford all his life he know's pretty much everyone in town and has many friends there. Now that Evo has become of age he is eager to find adventure and score some gold.;
AdventuresAoW-001: The Whispering Cairn (by Erik Mona), AoW-002: The Three Faces of Evil (by Mike Mearls), AoW-003: Encounter at Cromm's Hold (by Sean K Reynolds), AoW-004: The Hall of Harsh Reflections (by Jason Bulmahn), AoW-005: The Champion's Belt (by Tito Leati), AoW-006: A Gathering of Winds;
Lives Remaining 81 Deaths; 05/24/2007 - death from froghemoth;
Last Played June 14, 2007
Languages Chondathan, Common, Dwarven
Patron Deity Tymora; Homeland Daggerford; Heritage 100% Human; Background Daggerford Rogue
Height 6 ft. 0 in.; Weight 150 lb.; Age 25; Hair Brown; Eyes Green
Character Level Record |
Rogue |
Fighter |
Rogue |
Fighter |
Rogue |
Fighter |
Rogue |
Fighter |
Rogue |
Fighter |
Rogue |
Fighter |
Rogue |
Fighter |
Rogue |
Fighter |
Rogue |
Fighter |
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Defeated Enemy Record
1 Blood Amniote, 1 Cultist Fanatic, 2 Labyrinth Denizens, 3 Skeletons
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Equipment & Possessions |
Magical Items
+1 amulet of natural armor (2,000 gp),
boots of elvenkind (2,500 gp),
+1 club (2,300 gp),
dose of dust of tracelessness (250 gp),
everburning torch (110 gp),
+2 gloves of dexterity (4,000 gp),
goggles of minute seeing (1,250 gp),
+1 longsword (2,315 gp),
+2 mithral chain shirt (light armor; +6 armor bonus; +6 max Dex; -0 armor check; 10% spell failure) (5,100 gp),
moonsilver shard (150 ft. range; 1d4+1 force damage; automatically hits) (50 gp),
ring of freedom of movement (40,000 gp)
Potions
elixir of sneaking (+10 competence Sneak; 1 hour duration) (250 gp),
elixir of vision (+10 competence Search; 1 hour duration) (250 gp),
potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),
potion of fly (CL 5th; 5 minute duration) (750 gp),
potion of ghoul touch (CL 3rd) (300 gp),
potions of shield of faith +2 (CL 1st; 10 round duration) (50 gp)
- Masterwork Potion Belt
potion of astute fighting (CL 5th; 5 round duration) (250 gp),
potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp),
potion of invisibility (CL 3rd; 3 minute duration) (300 gp),
potion of protection from arrows (10/magic) (3 hour duration) (300 gp),
potion of protection from evil (CL 1st; 1 minute duration) (50 gp),
potions of shield of faith +2 (CL 1st; 10 round duration) (50 gp),
rogue boost admixture (+3 insight weapon damage for 5 minutes, +4 enhancement Dexterity for 3 minutes) (1,050 gp)
Mount
bit and bridle (2 gp),
heavy warhorse (400 gp),
military saddle (20 gp)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
50 bolts (1 sp each),
2 candles (1 cp each),
empty flask (3 cp),
explorer's outfit (10 gp),
flask of alchemist's fire (20 gp),
flint and steel (1 gp),
grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp),
hooded lantern (7 gp),
legendary thieves' tools (+5 circumstance Disable Device and Open Lock checks) (730 gp),
masterwork dagger (302 gp),
masterwork light crossbow (335 gp),
masterwork potion belt (60 gp),
peasant's outfit (1 sp),
9 pints of oil (1 sp each),
2 sacks (1 sp each),
short sword (10 gp),
silk rope (+2 circumstance Use Rope checks; 50 ft.) (10 gp),
small steel mirror (10 gp),
10 sunrods (2 gp),
2 torches (1 cp each),
trail rations (29 days) (5 sp/day),
waterskin (1 gp),
whetstone (2 cp),
winter blanket (5 sp)
pp 0,
gp 7,815,
sp 8,
cp 14
Other Wealth None
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