Ceryph: Difference between revisions

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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 Fullblade +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'''|
'''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)|
combat= |
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= 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)|



Revision as of 22:56, 16 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 Fullblade +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

Special Abilities


Gear

Combat Gear:
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.