
Edit - Ahh, I'm guessing the reference to "evil squeaking demons"...well, anything the nasty horrible dodgy mage Seeroc describes as "evil" might possibly be actually quite helpful. I hope

beowuuf wrote:Lots of evil little squeaking demons, and worse, are through there. Oh my, but Chaos was a twisted one in the end. I would hate to be trapped in there, oh my my my."
Spotted a couple of corrections needed in the character sheet, nothing big. Changes in boldAmeena wrote:This is just the basic stuff - stats and skills and that. I haven't bothered to list stuff like feat descriptions because they haven't changed...
Name: Ameena
Class: Rogue (Level 5)
Race: Murafu
Alignment: Chaotic Good
Age: 12
Stats:
Strength: 10 (+0)
Dexterity: 17 (+3)
Intelligence: 12 (+1)
Wisdom: 13 (+1)
Constitution: 8 (-1)
Charisma: 9 (-1)
Hit points = 16/20
Armour class = 15 (11) +1AC versus sprung traps
Speed = 20 feet (4 squares), 40 feet (8 squares) if prone and unarmed
Melee bonus: +4
Range / finesse bonus: +7
Fortitude: 0, +2 against disease
Reflexes: +7, +8 versus sprung traps
Will: +2
Skills:
Appraise (Int): (3+1), 4
Acrobatics (Dex): (8+3+2), 13, 17 to balance, +3AC fighting defensively, +6AC total defence
Athletics (Str): (5+0+2), 7, 14 to climb and swim, 18 to avoid swim hazard. Take 10 on climb and swim anytime.
Bluff (Cha): (2-1), 1
Diplomacy (Cha): (8-1), 7
Thievery (Dex): (8+3), 11, 9 only for assessing traps
Escape Artist (Dex): (5+3), 8
Stealth (Dex): (8+3+2), 13, 17 when hiding
Intimidate (Cha): (1-1), 0
Knowledge (Local) (Int): (3+1), 4
Perception (Wis): (8+1), 9
Sense Motive (Wis): (8+1), 9, 13 against small, non-humanoid mammals
Sleight of Hand (Dex): (5+3), 8, +10 for concealing daggers
Speak Language (Murafu): (4)
Speak language (Common): (4)
Speak language (Halfling): (1)
Finesse – Melée attacks with light weapons use Dexterity bonus instead of Strength.
Sneak attack - for successful strike on opponent denied dex bonus to AC, extra 3d6 damage is done.