Post by crazyaido on Jan 24, 2015 16:25:38 GMT
Keama Zin
Played by: crazyaidoCharacter Sheet: www.myth-weavers.com/sheetview.php?sheetid=1104244
Other Characters: None yet
Race: Were-Rat Whisper Gnome (races of stone, available here: archive.wizards.com/default.asp?x=dnd/ex/20040807a&page=3
Classes: Rogue (2), Racial (1)
Effective Character Level: 5
Gender: Male
Age:17
Alignment:Chaotic Evil
Deity:
Height/Weight:3,2 30lb
Personality:Vindictive, self obsessed and cruel, Keama is the great victim of the world. Nothing can possibly be his own fault, as the universe conspires against him to foil his elaborate plans. Some people might even be inclined to believe him, if he was a better liar. As it is, he is simply a fairly irritating Gnome, first to pass judgement, totally unwilling to take any feedback himself. His one saving grace is that he practically demands to be allowed to work in a fairly independent fashion, (where his skills are quite notable) and thus nobody has to listen to the little cretin.
Appearance:Without any pun intended, Keama generally looks ratty. He looks after his equipment to the point that it is functional, but no further. His approach to his personal appearance is just that, an approach, without ever getting seriously involved. His little brown eyes constantly dart about in his thin, small face, hair sprouts out in an attempt to a be a moustache, overall, a thoroughly unimpressive specimen.
History: Keama claims to be from a grand underground family of were-rats, turned centuries ago, that plot the downfall of the surface world. His natural lycantrophy at least, attests to this, he attempted, in his own words, to take all the power for himself, apparently a perfectly reasonable action within the clan, and just failed, mostly through the incompetence of his co-conspirators. He is now a hunted were-rat, always looking over his shoulder, waiting for his vengeful family to hunt him down...
In reality, Keama's highly irritating personality is probably what drove his family to turf him out, where it drove even them to despair. No swift vengeance has ever manifested, aside from inside Keama's paranoid delusions, and it seems his family are more than happy to leave him be, provided they never have to see him again.
Threads:
Party Role Proficiency:
Battlefield Control:1
Buffer:1
Curiosity:2
Debuffer:1
Dominator:1
Game Changer:2
Healer:0
Meat Shield:2
Melee Damage:3
Mobility:3
Party Face:1
Ranged Damage:2
Sage:1
Scout:4
Thief:4
Summoner:0
Trapfinder:3
STR:14
Dex:18
CON:14
INT:16
WIS:14
CHA:12
Racial Abilities:
+2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma
Were-Rat ability changes:
+6 Dexterity, +2 Constitution when in Hybrid or animal form
Low Light Vision
Darkvision: 60ft
+1 racial attack bonus vs. Kobolds and Goblinoids
+4 Dodge Bonus to AC against monsters of the Giant type
Spell-Like Abilities: 1/day -- silence (must be centered on whisper gnome's body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day -- ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome's Cha modifier + spell level
Feats:
Level Feat Is Taken:1 Feat Name:Dodge (Phb) Feat Description: +1 deflection Bonus to AC
Level Feat Is Taken:3 Feat Name :Weapon Finesse (Phb) Feat Description: Apply Dex bonus to attack with light weapons
Level Feat Is Taken:Bonus Feat Name :Iron Will(Phb) Feat Description: +2 to Will Saves
Class Abilities:
Inspiration (Ex): The rogue is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. But while a rogue learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough. To represent this seemingly random body of knowledge, a rogue gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points equal to his Intelligence modifier. Expended Inspiration Points regenerate at a rate of one per minute. At any one time, he may have a maximum number of inspiration points as shown on the table above.
Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
Sneak Attack +1d6: Extra damage against unaware opponents
Trapfinding: Ability to find and disable magical traps
Evasion: Succesfuk ref saves remove all damage
Equipment:
+1 Padded Armour (DMG) Item Description:Light, magical armour -1155
Handy Haversack (DMG) Item Description:Extra dimensional carrying space for all! -2000
Rod of Ropes (Complete Adventurer) Item Discription: Fires ropes and grappling hooks -4000
Masterwork Thieves tools (Phb): Item Description:Tools neccesary for lock picking and other tasks -100
Masterwork Rapier (Phb): Item Description:Melee Weapon -320
3x Potion of Cure Light Wounds(Dmg): Item Description:Heals 1d8+1 HP -150
1xPotion of lesser restoration (Dmg): Item Description:Restores characteristic damage -300
1xPotion of Invisibility (Dmg): -300 Cost
2x Acid Vials -20
2x Alchemists Fire -40
1x Tanglefoot Bag -50
2x Smokesticks -40
1x Thunderstone -30
Hammer -.5
10x Pitons -1
Crowbar -2
Scrollcase -1
10x Sheet of Paper -4
Vial of Ink8
Ink Pen -.1
10 foot pole -.2
4x Sacks -.4
5x Tindertwings -5
4x Charcoal Pieces -.4
Climber's Kit -80
Disguise Kit -50
Hourglass -25
Flint and Steel -1
Spelunkers Oil(Drow of the Underdark) Item Effect:+2 Bonus on Escape artist checks, -5 on climb checks -15
Crossbow -35
Total Inventory Cost:8718 gold, 6 Silver
Companions:Links to Companions Mythweaver Sheet
Other Misc Information: