|
Kinias 3E
Kinias Aban
Third Edition Character
Player: Chris Sanders
Class: Rouge 20, Shadowdancer 1
Total Character level: 21
Alignment/Race: Chaotic Good Male Elf
Strength: 17 (+3)
Dexterity: 23 (+6)
Constitution: 19 (+4)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)
Hit Points: 168
Armor Class: 20 (10 base + 3 armor + 5 Dex + 2 misc.)
Expertise
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as .5 on your attack and add
the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and
Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus.
Dodge
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that
opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if
any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf.s racial bonus to dodge giants) stack with
each other, unlike most other types of bonuses.
Mobility
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened
area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also,
dodge bonuses (such as this one and a dwarf.s racial bonus to dodge giants) stack with each other, unlike most types of bonuses.
Uncanny Dodge (Rouge Ability)
As long as the character is not immobilized, he retains his bonus to AC from his Dexterity. He cannot be flanked, and has a +1 to saves vs. traps and a +1 to Armor Class vs. attacking traps.
|
Initiative: +10 (6 Dexterity + 4 misc.)
Improved Initiative
Benefit: You get a +4 bonus on initiative checks. This has been added to Kinias' scores.
|
Saving Throws:
Fortitude +10, Reflex +22, Willpower +7
Evasion (Rouge Ability)
If an attack calls for a Reflex saving throw for half damage, a successful saving throw by this character negates all damage from that attack to the character. (see Improved evasion)
Defensive roll (Rouge Option)
If an attack from a weapon (not a spell or spell-like ability) would reduce the character to 0 hit points or below, he may make a saving throw to take half damge. The character must be aware of the incoming attack. If the rouge is denied his dex bonus to AC, he cannot make the roll.
Improved Evasion (Rouge Option)
The character takes only half damage if he fails his saving throw against attacks that call for a Save vs. half damage.
Slippery Mind
If the character fails a saving throw against an enchantment spell, he can make a second saving throw the following round.
Lightning reflexes
Benefit: You get a +2 bonus to all Reflex saving throws. This has been added to Kinias' scores.
|
Base Attack: +15/+10/+5
Melee Attacks: +18/+13/+8
Missile Attacks: +21/+16/+11
Spring Attack
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total
distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you
attack. You can.t use this feat if you are in heavy armor.
Sneak Attack: +10d6 (Rouge Ability)
With a successful Sneak Attack, Kinias can add this damage bonus to his roll.
Opportunist (Rouge Special Ability)
Once per round, a rouge with this ability can make an Opportunity Attack on an enemy who has just been struck in me;ee combat by another character. This counts as the character's only opportunity attack and can only be made once per round. Even a character with Combat Reflexes can't use this ability more than once per round.
Combat Reflexes
Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity
modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round.the one attack of
opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the
character.s threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity
per enemy.
You may also make attacks of opportunity while flat-footed.
Weapons:
Longsword
Attack: +18/+13/+8
Damage: 1d8 +4
Critical: 19-20 (x2)
Dagger
Attack: +18/+13/+8
Damage: 1d4+5
Critical: 19-20 (x2)
Hand Crossbow
Darts
|
Skills: Appraise 12, Balance 25 (26), Climb 25, Decipher Script 7, Disable Device 17 (18), Escape Artist 17, Gather Information 10, Hide 25 (26), Innuendo 11, Jump 14, Listen 15, Move Silently 27 (29), Open Lock 16 (17), Perform 8, Pick Pocket 12, Read Lips 7, Ride 7, Search 14, Sense Motive 11, Spot 18, Swim 2, Tumble 12 (13), Use Magic Device 5
Alertess
Benefit: You get a +2 bonus on all Listen checks and Spot checks. This bonus has been added to Kinias' skills.
Hide in Plain Sight (Shadowdancer Ability)
Kinias has begun the study of becoming a master rouge called a Shadowdancer, learning new supernatural skills from the Shadowmaster at Newhope Keep that studied under some of the greatest rouges in the realms. Part of these teachings allowed him to learn how to “hide in plain sight”. As long as Kinias is within 10 feet of a shadow, he can use this supernatural ability to use his Hide skill, even if he is in the open and there is nothing to hide behind. The character actually “blends” with his surroundings, like a chameleon but to a much greater degree. Of course, if Kinias attacks someone, he will be seen, but he may travel about while using the ability.
Languages: Common, Elven, Orc, Sylvan
|
Elven Abilities:
Immune to Magic Sleep (elf)
+2 vs. enchantments (elf)
Low-Light Vision (elf)
Special Search (elf)
|
Inventory
Items Carried
Backpack
Bag
Belt pouch, large
Belt pouch, small
Bolt case
Crossbow, hand quarrel x20
Candle x4
Clawed gloves
Crossbow, hand
Dagger
Flint and steel
Grappling hook
Hourglass
Magnifying glass
Map or scroll case
Parchment (per sheet) x2
Mirror, small metal
Rope, hemp (50 ft)
Sword, broad
Wineskin
Writing ink (per vial)
Items Readied
Theivesword (see below)
Items Stored
Bottle
Rations,iron (1 week)
Torch
Items Worn
Baldric, bandoleer(leather)
Belt
Boot hose
Boots of Walking (see below)
Buckle, common
Cannons
Cloak of Protection +2
Doublet
Drawers
Full armor, studded leather
Gamash
Girdle
Knife sheath
Knife
Knife sheath
Knife
Knife sheath
Knife
Knife sheath
Knife
Knife sheath
Knife
Pin
Vest
|
Magic Items
Theivessword
This sword appears blackened and dark. Although it does not offer any added bonuses other than a normal sword of this type, it can strike any creature, even if that creature requires a magical weapon of "+x" to strike it.
In legend, the sword belonged to the Theif King, who once existed and ruled over all the guilds of the lands. In reality, no one knows where the sword came from or even if such a "theif king" ever existed.
While wearing the sword, a theif has his ability scores increased, adding +1 to Balance, Hide, Tumble, Open Locks and Disable Device. It increases Move Silently +2.
Boots of Walking
These magical boots allow Kinias to walk on any surface as long as he can place his feet upon it. He can walk over hot lava, up walls or across ceilings, for example.
|
|