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Valas Hune Representing Cole Caecus


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#1
Mercenary_Leader

    Evil Overlord

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Valas Hune

Male Tiefling Rogue 5/ 1 Shadowdancer
Neutral Evil
Representing Cole Caecus

Strength 15 (+2)
Dexterity 20 (+5)
Constitution 12 (+1)
Intelligence 20 (+5)
Wisdom 12 (+1)
Charisma 14 (+2)

Size: Medium
Height: 5' 9"
Weight: 210 lb
Skin: Black
Eyes: Violet
Hair: Black; Straight; Light Beard

Total Hit Points: 31

Speed: 40 feet

Armor Class: 18 = 10 +4 [Mithril Shirt] +5 [dexterity in armor] -1 [vulnerable]

Touch AC: 14
Flat-footed: 17 [uncanny dodge]

Initiative modifier: +5 = +5 [dexterity]

Fortitude save: +2 = 1 [base] +1 [constitution]
Reflex save: +12 = 7 [base] +5 [dexterity]
Will save: +2 = 1 [base] +1 [wisdom]

Attack (handheld): +6 = 4 [base] +2 [strength]
Attack (unarmed): +6 = 4 [base] +2 [strength]
Attack (missile): +9 = 4 [base] +5 [dexterity]
Grapple check: +6 = 4 [base] +2 [strength]

Light load:66 lb. or less
Medium load:67-133 lb.
Heavy load:134-200 lb.
Lift over head:200 lb.
Lift off ground:400 lb.
Push or drag:1000 lb.

Load carried:100 lb (Medium load)

Languages: Abyssal Common Draconic Giant Goblin Orc

Dagger x15 (10 in Knife Vest, 2 on belt, 3 for boot and one wrist sheaths) [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

+1 Spell Storing Cold Iron Longsword [1d8, 19-20 crit x2, 4 lb., slashing] contains : Lightning bolt , 10d6 damage, 120 foot line

Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]

Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]

Hand Crossbow [1d4, 10-20/x2, range incr 30 ft., 2 lb., piercing]

Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]

Feats:

-Dodge
-Frail [flaw]
-Vulnerable [flaw]
-Intensify Darkness If you spend a full-round action to use your darkness spell-like ability, you create deeper darkness instead.
You also gain one extra daily use of your darkness spell-like ability.
-At Home In The Deep: You can see through the shadowy illumination created by a darkness spell as if the spell weren’t there.
-Mobility
-Combat Reflexes

Traits:
Quick

Skill Name
Key Ability
Skill Modifier
Ability Modifier
Ranks
Misc. Modifier

Appraise Int 5 =
+5

Balance Dex* 15 =
+5
+8
+2 [tumble]
Bluff Cha 12 =
+2
+8
+2 [tiefling]
Climb Str* 10 =
+2
+8
Concentration Con 1 =
+1

Craft_1 Int 5 =
+5

Craft_2 Int 5 =
+5

Craft_3 Int 5 =
+5

Diplomacy Cha 10 =
+2
+6
+2 [bluff]
Disable Device Int 13 =
+5
+8
Disguise Cha 2 =
+2

Escape Artist Dex* 13 =
+5
+8
Forgery Int 5 =
+5

Gather Information Cha 11 =
+2 +9

Heal Wis 1 =
+1

Hide Dex* 27 =
+5
+10
+2 [tiefling]
+10 (Cloak of Elvenkind)
Intimidate Cha 4 =
+2
+2 [bluff]
Jump Str* 12 =
+2
+8
+2 [tumble]
Listen Wis 1 =
+1

Move Silently Dex* 23 =
+5
+8
+10 (Boots of Elvenkind)
Open Lock Dex 13 =
+5
+8
Perform_1 Cha 2 =
+2

Perform_2 Cha 2 =
+2

Perform_3 Cha 2 =
+2

Perform_4 Cha 2 =
+2

Perform_5 Cha 2 =
+2

Ride Dex 5 =
+5

Search Int 5 =
+5

Sense Motive Wis 1 =
+1

Sleight of Hand Dex* 15 =
+5
+8
+2 [bluff]
Spot Wis 1 =
+1

Survival Wis 1 =
+1

Swim Str** 2 =
+2

Tumble Dex* 15 =
+5
+8
+2 [jump]
Use Magic Device Cha 10 =
+2
+8
Use Rope Dex 10 =
+5
+5

* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.

Tiefling:

* +2 dexterity, +2 intelligence, -2 charisma (already included)

* +2 on listen and spot checks (already included)

* Darkness 3x per day

* Darkvision (see 60 feet in pitch-dark)

* Cold, fire, & electricity resistance 5
* "Native outsider." Check with your referee.

* Level adjustment +1

Rogue:

* Sneak Attack +4d6

* Trapfinding

* Evasion (level 2)

* Trap Sense (level 3)

* Uncanny Dodge (level 4)

* Improved Uncanny Dodge (level cool.gif

* Special Abilities (choices begin at 10th level)

Imp Evasion

Hide in Plain Sight

Darkvision

Class HP rolled
Level 1: Rogue 5
Level 2: Rogue 3
Level 3: Rogue 4
Level 4: Rogue 4 +1 to intelligence
Level 5: Rogue 3

Valas Hune's Equipment:

Crossbow bolts (quiver of 10) x1
Arrows (quiver of 20) x1
Backpack
Bedroll
Bell
Caltrops
Chalk
Crowbar
Flint and steel
Grappling Hook, Collapsible: This small grappling hook has flat, retractable tines that fold out to create a working hook. It functions exactly like a normal grappling hook, except that it increases the DC by +4 for Search checks to find it when folded up and hidden among a person’s garments.
Mirror
Pouch x4
Rope (50', Elven) x4
Rope, Elven: Elven rope is finer than silk. It has 4 hit points and can be burst with a successful Strength check(DC25). It is so supple that it grants a +3 circumstance bonus on Use Rope checks.
Signet ring
Spyglass
Waterskins x2
Whetstone
Thieves' tools
Trail Rations x10
Ring of Darkhidden
Mithril Shirt
Boots of elvenkind
Cloak of Elvenkind
Healing Belt
Wand of Darkness- (50 charges) (Inside wrist sheath)
Disguise kit
Forgery kit
Scouts Headband
Amber Amulate of Vermin (Large Monstrous Scorpion 1/day)
Necklace of Fireballs 5
Gloves of Dexterity +3

Bodysuit, Black: This very tight-fitting garment is made of black silk. It is used by rogues and infiltrators when sneaking around at night. Wearing the suit grants a +2 circumstance bonus on Hide checks in conditions dark enough to grant one-half concealment or better. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, or bandoleers, on top of it.

Knife Vest: This specially designed vest is worn over other clothing and can comfortably hold up to ten daggers across the chest. It is particularly handy for knife-throwers with the Quick Draw feat.

Sheath, Boot x2: A boot sheath is easily concealed, making it useful for those who want to appear unarmed. Boot sheaths can hold only Small or Tiny bladed weapons. Characters attempting to conceal an item in a boot sheath gain a +4 bonus on their Slight of Hand check (opposed by either Spot or Search, depending on the situation). If the character using the boot sheath does not have ranks in Slight of Hand, noticing the boot sheath requires a successful Spot or Search check (DC 10).

Sheath, Wrist x2: This sheath fits along the inside of the forearm, allowing weapons stored inside it to be drawn quickly. A wrist sheath can hold one Tiny weapon, such as a dagger, or one wand. Weapons of unusual shape, like a bladed gauntlet, do not fit into a wrist sheath regardless of their size. Drawing or replacing the contents of a a wrist sheath is a move equivalent
action.

Tree Tent, Elven: A cleverly designed and very comfortable one-person tent that suspends itself in the branches of trees. Due to its coloration and shape, it grants a +1 circumstance bonus on Hide checks against being spotted from the ground.

Hollow Boot Heel: A hollow boot heel unscrews from a boot like a jar lid to reveal the hidden space inside. The maximum size of the space contained within a hollow boot heel is four sizes smaller than the container it is built into. For example, boots made for a human (size Medium) can have hollow boot heels no larger than Fine size. An exception is that boots made for Small creatures can also have Fine-sized hollow heels. I have a set of lockpicks in my false boot heal.

Gold Left- 274

Edited by Mercenary_Leader, 20 May 2010 - 12:41 PM.






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