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Aravis Telmir
Dranko Blackhope
Ernest Wilburforce Roundhill
Flicker Proudfoot (NPC)
Grey Wolf 
Kay "Windstorm" Olafsen
Kibilhathur Bimson
Makel Troutman (NPC)
Morningstar, Shield of Ell
One Certain Step (NPC)

Runs 1-10
Runs 11-20
Runs 21-30
Runs 31-40
Runs 41-50
Runs 51-60
Runs 61-70
Runs 71-80
Runs 81-90
Runs 91-100
Runs 101-110
Runs 111-120
Runs 121-130
Runs 131-140
Runs 141-150
Runs 151-160
Runs 161-170
Runs 171-180
Runs 181-190
Runs 191-200
  

Flicker Proudfoot
Race Halfling
Class/Level
Rogue 15/Fighter 1
Alignment Chaotic Good
Current XP 121,509
XP for next 136,000


Hit Points 91
Base Move 25'

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL
(+1)  Strength 14  +2   Fortitude +7 +2   +1 +10
(+3)  Dexterity 20  +5   Reflex +9 +5   +1 +15
  Constitution 14  +2   Will +5 -2   +1 +4

Intelligence 12  +1              
  Wisdom 7  -2   Initiative   +5 +4   +9
  Charisma 11                


Explanation of "Other" above: (halflings get +1 to all saves)
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers: +2 on saves vs. Fear (race), +4 on saves vs. Poison (magic pin)


Armor Type: Chainmail +3 (Celestial) and Small Shield +3                 Armor Penalties: -2 check, +8 Max Dex

AC =   10 +   Size + Dex + Arm + Shld + Other
28 = 10  +  1  +  5  +  8  +  4  +   0

Explanation of "Other" Above: (none)
Additional Armor Class Modifiers: (none)


Attack Adjustments:
+12/+7/+2 (Class/Level) 
+1 (Size) 
+2 (Non-dagger melee weapons only: STR) 
+5 (Ranged weapons only: DEX) 
+1 (Thrown weapons only: RACE) 
+1 (Ranged weapons at < 30': Feat) 
+5 (Dagger only: FINESSE) 
 

Damage Adjustments:
+2 (Melee and thrown weapons only: STR) 
+1 (Ranged weapons at < 30': Feat) 
 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
Short Sword +1, +3 vs. Giants 19-20, x2   +16/+11/+6 1d6+3 (+8d6 sneak)
Dagger +4, Ice (melee)
19-20, x2

+22/+17/+12
1d4+6 (+8d6 sneak)
Dagger +4, Ice (thrown) 19-20, x2
10'
+22 (+23 < 30')
1d4+6 (+8d6 sneak)
Sling
20, x2 50' +18/+13 (+19/+14 < 30')  1d4 (+1 < 30')



Special Abilities and Feats

Evasion (Reflex saves for half become saves for no damage)
Improved Evasion (On a failed Reflex save, take half damage anyway)
Sneak Attacks for +8d6 damage, whenever foe is flanked or otherwise without Dex bonus to AC 
Uncanny Dodge (retains DEX bonus to AC even when flat-footed, or attacked by an invisible foe) 
Uncanny Dodge (cannot be flanked, except by a Rogue 4 levels higher)
Trap Sense (+5 on saves vs. traps, +5 AC vs. attacks by traps)
Skill Mastery: Disable Device, Tumble, Climb (Can Take 10 even in stressful situations)

(1) Improved Initiative (+4 on INIT rolls) 
(F1) Point Blank Shot (+1 to hit, +1 Damage on ranged attacks of less than 30')
(3) Rapid Shot (1 extra attack/round, at highest base attack, with a missile weapon; -2 on all shots; Full Attack only)
(6) Weapon Finesse: Dagger (Dex used instead of STR for to-hit rolls) 
(9) Skill Focus: Disable Device (+3 on Disable Device skill checks) 
(12) Dash (+5' movement while in light armor)
(15) Quicker than the Eye (Can make a bluff check as a move-equivalent action, casuing target to lose Dex bonus to AC)


Skills (165 Total Points)    Max Ranks: 19/9.5
(36+3+9+9+9+9+9+9+9+9+9+9+9+9+9+9) = 165
 
Skill
TOTAL
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
 
 
 
CHA
 
 
 
 
 
 
 
Appraise
+7
R
y
INT
6
6
 
+1
 
 
 
Balance
+9
R
y
DEX
2
2

+5
 
 
+2 (Tumble)
Bluff
+14
R
y
CHA
14
14
 

 
 

Climb
+15
R, F
y
STR
11
11
 
+2
+2
 
 
Concentrate
+2

y
CON



+2

 

Craft:

R
y
INT


 

 
 
 
Craft:
 
R
y
INT
 
 
 
 
 
 
 
Craft:
 
R
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 

INT
 
 
 
 
 
 
 
Diplomacy
+0

y
CHA
   
 

 
 
+2 (Bluff)
Disable Device
+24
R
y
INT
18
18
+3
+1
 
+2
 
Disguise
+0
R
y
CHA


 

 
 
 
Escape Artist
+18
R
y
DEX
13
13
 
+5
 
 
 
Forgery
+1
 
y
INT
 
 
 
+1
 
 
 
Gather Info
+0
R
y
CHA


 
+1
 
 
 
Handle Animal

 
 
CHA
 
 
 
 
 
 
 
Heal
-2
 
y
WIS



-2

 
 
Hide
+20
R
y
DEX
11
11
 
+5
+4

 
Innuendo

R
 
WIS


 

 
 

Intimidate
+2
 
y
CHA
 
 
 

 
 
+2 (Bluff)
Intuit Direction

R
 
WIS


 

 
 
 
Jump
+27
R, F
y
STR
11
11
 
+2
+2
+10
+2 (Tumble)
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+2
R
y
WIS
2
2
 
-2
+2
 
 
Move Silently
+25
R
y
DEX
18
18
 
+5
+2
 
 
Open Locks
+25
R
 
DEX
18
18
 
+5
 
+2
 
Perform
+0
R
y
CHA


 

 
 
 
Pick Pockets
+15
R
 
DEX
8
8
 
+5
 
 
+2 (Bluff)
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips

R
 
INT


 

 
 
 
Ride
+6
F
y
DEX
1
1
 
+5
 
 
 
Scry
 
 
 
INT
 
 
 
 
 
 
 
Search
+12
 
y
INT
14
14
 
+1
 

 
Sense Motive
-2
R
y
WIS


 
-2
 
 
 
Speak Lang.
 
 
 
 
 
 
 
 
 
 
 
Spellcraft
 
 
 
INT
 
 
 
 
 
 
 
Spot
-2
R
y
WIS


 
-2
 

 
Swim
+2
R
y
STR


 
+2
 
 
 
Tumble
+25
R
 
DEX
18
18
 
+5
 

+2 (Jump) 
Use Magical Device

R
 
CHA


 

 
 
 
Use Rope
+4
 
y
DEX
 
 
 
+4
 
 
 
Wilderness Lore
-2
 
y
WIS
 
 
 
-2
 
 
 

Notes on Jumping (w/Ring): 
Running Broad Jump Average: 37' (max height 9')
Standing Broad Jump Average: 18' (max height 4')
Running High Jump Average: 9'
Standing High Jump Average: 4.5'
Jump Back Average: 7'



Important Possessions and Magic Items

Chainmail +3, Celestial (Het Branoi) - A gold suit of chainmail.  It is considered light armor, with a +8 Max Dex and -2 check penalty.  The user can fly (as the spell) once per day.

Dagger +4, "Ice" (Het Branoi) - A thin dagger with a wavy silver blade.  It can be activated 1/day as a standard action.  If dipped into water or similar liquid, it will instantly freeze up to 100 cubic feet.  (This ends the effect).  Otherwise, when activated the next successful hit to an opponent will do an additional 8d6 of cold damage.

Cape of the Mountebank (Het Branoi) - A cape of bright red and gold cloth.  The wearer can cast dimension door (on self) 1/day, leaving behind a cloud of smoke and appearing in the same manner.

Ring of Jumping (Sharshun assailants) - A plain blue ring.  It grants the wearer +30 to all Jumping checks, and negates the height-based max distance for jumping. 

Pin of Poison Resistance (gift from the Stormknights) - A red and gold pin in the shape of a sword.  It grants the wearer +4 on saves vs. Poison.

Ring of Blinking (Black Circle Bestiary) - A black metal ring which seems to flicker.  The wearer can activate it at any time, and will be affected as if by the Blink spell. 

Oil of Slipperiness (from Abernathy) - A clear oil in a glass vial.  This Oil will grant the user +30 to all Escape Artist checks for 8 hours, and gives immunity to Webs, Magic Ropes, etc. 

Dagger, +1 (Gohgan's basement) - A finely crafted dagger with an S-shaped hilt.

Short Sword +1, +3 vs. Giants (Qalonno's first attack) - A beautifully-crafted short sword, with a bone cap on the end of the hilt.

Hand of Glory (Repose) - A mummified hand on a chain.  Allows the wearer to use a third magic Ring, and cast the spells
Continual Flame and See Invisibility, once each per day.

Studded Leather Armor +1, Acid Resistance (Zhamir) - Studded leather armor whose studs are a dull green color.  It absorbs 10 points of acid damage each round.

2 Potions of Cure Light Wounds (Brewed by Ernie) - Cures 1d8+4 hit points.  

Sling Bullets +1 (22) (Crafted by Dranko)

Potion of Vision (Verdshane spoils of war)

Goggles of Night (Verdshane spoils of war)- grants darkvision 60' to the wearer

Masterwork Thieves' Tools - grants a +2 circumstance bonus to Disable Device and Open Locks checks.


Magic Item Slots

Headband/Hat/Helmet:
Lenses/Goggles: Goggles of Night
Cloak/Cape/Mantle: Cape of the Mountebank
Jewelry:  Hand of Glory
Armor: Celestial Chainmail
Shield:
Robe:
Vest/Shirt:
Bracers:  
Gloves/Gauntlets:
Rings:  Jumping, (Blinking)
Belt:  
Boots: