Ameena character sheet and notes (hidden)
Posted: Sun Apr 18, 2010 7:14 pm
Name: Ameena
Class: Rogue (Level 6)
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 = 11/23
Armour class = 15 (11 if flat-footed), +2 AC vs. traps
Speed = 20 feet (4 squares), 40 feet (8 squares) if prone and unarmed
Melée bonus: +5 (and another +3 if using light/natural weapons)
Ranged bonus: +8
Fortitude: 0, +2 against disease
Reflexes: +8 (+10 vs. traps)
Will: +3
Skills:
Appraise (Int): (3+1), 4
Acrobatics (Dex): (9+3+2), 14, 18 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): (3-1), 2
Diplomacy (Cha): (9-1), 8
Thievery (Dex): (9+3), 12, 10 only for assessing traps
Escape Artist (Dex): (5+3), 8
Stealth (Dex): (9+3+2), 14, 18 when hiding
Intimidate (Cha): (1-1), 0
Knowledge (Local) (Int): (3+1), 4
Perception (Wis): (9+1), 10
Sense Motive (Wis): (9+1), 10, 14 against small, non-humanoid mammals
Sleight of Hand (Dex): (6+3), 9, +11 for concealing daggers
Speak Language (Murafu): (4)
Speak language (Common): (4)
Speak language (Halfling): (1)
Feats:
Simple Weapon Proficiency – Can use hand crossbow, rapier, sap, short bow, and short sword.
Armour Proficiency (Light) – Less ACP checks while wearing light armour (cannot wear gauntlets, normal small armour has -1AC (except breastplate) and +1 ACP).
Stealthy: +2 to Stealth skill
Weapon Finesse – Melée attacks with light/natural weapons use Dexterity bonus instead of Strength.
Improved Unarmed Strike – Unarmed attacks against armed opponents no longer generate an AoO. Can decide whether unarmed attacks deal lethal or non-lethal damage.
Racial traits
Small: gains a +1 size bonus to Armour Class and attack roll. +4 size bonus on Hide checks. Uses smaller weapons than humans. Carrying limit 3/4.
Murafu require clothing specific made for them. They take a -1 penalty to all AC bonuses of small armour unless it is designed for them, due to items they cannot wear (except breastplates). Gain a +1 armour check penalty as well. They cannot wear gauntlets.
Can move 40 feet if lying prone as long as hands free.
Scent: Detect creatures within 30 foot (15 downwind, 60 upwind). Use move action to tell direction.
Use bite as an unarmed strike to inflict lethal damage. Cannot be used with items in the hand. 1d2 damage as per normal small unarmed strike.
+2 racial bonus on fortitude saves against disease.
+4 racial bonus on Balance, Climb, and Swim checks. Uses dexterity modifier for swim and climb checks. +4 racial bonus to swim checks to perform special action or avoid hazard. Always take 10 on Climb and Swim checks. Can use the run action while swimming in straight line
+4 racial bonus to sense motive checks against small, non-humanoid mammals.
Abilities
Trapfinding - find traps with DC20 or above, and use thievery to disable them.
Sneak Attack - for successful strike on opponent denied dex bonus to AC, extra 3d6 damage is done.
Evasion – on a successful Reflex save, if you would still take half damage, instead take no damage.
Trap Sense - +2 to Reflex saves and +2AC against traps that you spring.
Uncanny Dodge – Don’t lose Dex bonus on AC when caught flat-footed or attacked by invisible attacker.
Inventory
Knife (Attack roll 1d20+4+3, damage 1d3)
Belt with pouches
Water-flask
Iron rations
String
Flask (x2)
Unidentified potion (x2)
Class: Rogue (Level 6)
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 = 11/23
Armour class = 15 (11 if flat-footed), +2 AC vs. traps
Speed = 20 feet (4 squares), 40 feet (8 squares) if prone and unarmed
Melée bonus: +5 (and another +3 if using light/natural weapons)
Ranged bonus: +8
Fortitude: 0, +2 against disease
Reflexes: +8 (+10 vs. traps)
Will: +3
Skills:
Appraise (Int): (3+1), 4
Acrobatics (Dex): (9+3+2), 14, 18 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): (3-1), 2
Diplomacy (Cha): (9-1), 8
Thievery (Dex): (9+3), 12, 10 only for assessing traps
Escape Artist (Dex): (5+3), 8
Stealth (Dex): (9+3+2), 14, 18 when hiding
Intimidate (Cha): (1-1), 0
Knowledge (Local) (Int): (3+1), 4
Perception (Wis): (9+1), 10
Sense Motive (Wis): (9+1), 10, 14 against small, non-humanoid mammals
Sleight of Hand (Dex): (6+3), 9, +11 for concealing daggers
Speak Language (Murafu): (4)
Speak language (Common): (4)
Speak language (Halfling): (1)
Feats:
Simple Weapon Proficiency – Can use hand crossbow, rapier, sap, short bow, and short sword.
Armour Proficiency (Light) – Less ACP checks while wearing light armour (cannot wear gauntlets, normal small armour has -1AC (except breastplate) and +1 ACP).
Stealthy: +2 to Stealth skill
Weapon Finesse – Melée attacks with light/natural weapons use Dexterity bonus instead of Strength.
Improved Unarmed Strike – Unarmed attacks against armed opponents no longer generate an AoO. Can decide whether unarmed attacks deal lethal or non-lethal damage.
Racial traits
Small: gains a +1 size bonus to Armour Class and attack roll. +4 size bonus on Hide checks. Uses smaller weapons than humans. Carrying limit 3/4.
Murafu require clothing specific made for them. They take a -1 penalty to all AC bonuses of small armour unless it is designed for them, due to items they cannot wear (except breastplates). Gain a +1 armour check penalty as well. They cannot wear gauntlets.
Can move 40 feet if lying prone as long as hands free.
Scent: Detect creatures within 30 foot (15 downwind, 60 upwind). Use move action to tell direction.
Use bite as an unarmed strike to inflict lethal damage. Cannot be used with items in the hand. 1d2 damage as per normal small unarmed strike.
+2 racial bonus on fortitude saves against disease.
+4 racial bonus on Balance, Climb, and Swim checks. Uses dexterity modifier for swim and climb checks. +4 racial bonus to swim checks to perform special action or avoid hazard. Always take 10 on Climb and Swim checks. Can use the run action while swimming in straight line
+4 racial bonus to sense motive checks against small, non-humanoid mammals.
Abilities
Trapfinding - find traps with DC20 or above, and use thievery to disable them.
Sneak Attack - for successful strike on opponent denied dex bonus to AC, extra 3d6 damage is done.
Evasion – on a successful Reflex save, if you would still take half damage, instead take no damage.
Trap Sense - +2 to Reflex saves and +2AC against traps that you spring.
Uncanny Dodge – Don’t lose Dex bonus on AC when caught flat-footed or attacked by invisible attacker.
Inventory
Knife (Attack roll 1d20+4+3, damage 1d3)
Belt with pouches
Water-flask
Iron rations
String
Flask (x2)
Unidentified potion (x2)