Tuesday, January 3, 2012

Temeris @ Level Six [RPG]

Last time I wrote about Temeris, he had just reached level 4. My favorite "throw caution to the wind" explorer has now reached level 6 and is still going strong--albeit with a distressing interruption when he was turned to stone by a basilisk! I've stuck with the plan of having him qualify for the Royal Explorer Society prestige class, and (if he survives) he'll be able to take his first level in that at level 7.

As I write this, the character is in another pickle: the Royal Karameikan Fist Adventuring Company is under siege by dozens of worshippers of Orcus (including several ogres) and hasn't had much success trying to fight its way out. Stay tuned . . .

Temeris Reginal Cottingswald III
CG* Human Male, Rog3/Ran3

Strength: 14 (+2), Dexterity: 18 (+4), Constitution: 14 (+2), Intelligence: 16 (+3), Wisdom 12 (+1), Charisma: 18 (+4)

Saves: Fortitude +5, Reflex +10 (+11 vs. Traps), Will +3

AC: 18 (19 vs. Traps)

Hit Points: 40

Attacks: Light Crossbow +9, d. 1d8; Dual Melee: Shortsword +7 (1d6+2)/Dagger +8 (1d4+2)

Equipment: Bedroll, Crossbow Bolts (x12), Map Case, Chalk, Dagger, Flint & Steel, Flecks of Strange Material, Leather Armor +2, Explorer's Outfit, Trail Rations (x4), Torch, Signet Ring, Masterwork Thieves' Tools, Noble's Outfit, Treasure Map, Area Map, Shortsword, Sun rods (x5), Dagger +1, Statue w/ Fungus, Banner, Masterwork Cartographer's Tools, Spyglass, 1061 gp, 4 sp, 3 pp, 85 cp

Skills: Appraise +11, Balance +5, Bluff +5, Climb +7, Concentration +2, Craft (Cartography) +13, Decipher Script +10, Diplomacy +5, Disable Device +12, Disguise +6, Escape Artist +6, Forgery +5, Gather Info +4, Handle Info +4, Handle Animal +4, Heal +1, Hide +9, Intimidate +4, Jump +2, Knowledge: Geography +7, Knowledge: Nature +10, Knowledge Nobility +5, Knowledge: Local (Cormyr) +4, Listen +6, Move Silently +7, Open Lock +13, Ride +6, Search +10, Sense Motive +1, Sleight of Hand +4, Spellcraft +3, Spot +8, Survival +6 (+8 when following tracks; +8 in aboveground natural environments; +10 when following tracks in aboveground natural environments); Swim +7, Tumble +5, Use Magic Device +4 (+6 with scrolls), Use Rope +4

Languages: Common, Dwarven, Halfling, Elvish

Class Features: Sneak Attack (2d6), Trapfinding, Wild Empathy, Favored Enemy (Zhentarim), Combat Style (2-weapon fighting)

Feats: Diligent, Nimble Fingers, AP: Light, WP: Simple, WP: Martial, Evasion, Trap Sense, Weapon Finesse, Track, Endurance, Alertness

* The more I've played Temeris, the more I start to think he may actually be Lawful Good instead of Chaotic Good.

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