NokiMo
KnightofTempest
KnightofTempest

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BBG: Imoen of Candlekeep Level Seven

Class: Rogue 4/ Sorcerer 3

Race: Human (Baldurian)

Alignment: Neutral Good

STR-12

DEX-18

CON-18

INT-16

WIS-14

CHA-16

HP: 68

Fortitude: 8

Reflex: 10

Will: 8

BAB: +4

AC: 22

Equipment:

Shadow Armor +3 (Equipped)

Shortsword of Horner Dustmantle +3 (+4 vs Arcane Casters) (Equipped): +11/+6 (+12/+7 vs Arcane Casters) 1d6 (+2d6 vs Arcane Casters) (+2d6 Sneak Attack) +8 19-20 x2 Piercing

Adamantine Dagger of Corrosive Burst +2 (Equipped): +8/+3 1d4 +3 + 2d6 (+2d6 Sneak Attack) 19-20 x2 Piercing Adamantine Blade Bypasses Applicable DR

Darkwood Composite Longbow +1 (Equipped): +12 1d6 +7 x3 Piercing and Acid

Ring of Protection +1 (Equipped)

40x Arrows (Equipped)

Amulet of Natural Armor +1 (Equipped)

Scroll Case (Equipped)

Boots of Speed (Equipped)

Traveler's Cloak and Boots (Equipped)

Leather Thieves Hood (Equipped)

Razor-Sharp Adamantine Rapier of Thundering and Mighty Criticals +2, Corrosive Dagger of Mighty Criticals +2 (In Pack)

510 GP

Feats:

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Great Fortitude: You get a +2 bonus to all Fortitude saving throws

Luck of Heroes: You Gain a +1 Luck Bonus to All Saving Throws

Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Weapon Proficiency: Composite Longbow

Traits:

Bhaalspawn Abilities: Currently Unknown

Easygoing: You gain a +1 bonus on Gather Information checks. Drawback: You take a -1 penalty on Intimidate checks and Sense Motive checks.

Plucky: You gain a +1 bonus on Will saves. Drawback: You take a -1 penalty on Fortitude saves.

Class Features:

Cantrips

Sorcerer Spells

Familiar: None Yet

Sneak Attack: 2d6

Trapfinding

Trapsense +1

Evasion

Uncanny Dodge

Proficiencies:

All simple weapons, and with light armor, but not Shields, plus the hand crossbow, rapier, sap, shortbow, composite longbow, and short sword. Armor Gives Spell Failure Chance for Spells Unless Stated Otherwise

Currently has a 10% Spell Failure Chance from wearing Studded Leather Armor

Sorcerer Spells:

Cantrips (At Will)

Daze

Dancing Lights

Acid Splash

Prestidigitation

Detect Magic

Read Magic

Resistance

Message

First Level Spells (8/Day):

Magic Missile

Identify

Burning Hands

Summon Monster I

Grease

Protection From Fire

Protection From Cold

Sleep

Feather Fall

Color Spray

Detect Secret Doors

True Strike

Shield

Protection From Evil

Floating Disk

Detect Hidden Doors

Shocking Grasp

Master's Touch

Expeditious Retreat

Obscuring Mist

Jet of Steam

Languages:

Common

Chondathan

Illuskan

Chessentan

Ignan

Terran

Mulhorandi

Untheric

Rashemi

Elven

Skills:

Concentration: 8

Diplomacy: 8

Bluff: 8

Spellcraft: 10

Hide: 13

Move Silently: 13

Disable Device: 13

Knowledge (Arcana): 10

Knowledge (Planes): 10

Knowledge (Local): 10

Spot: 10

Listen: 10

Search: 10

Gather Information: 10

Climb: 8

Swim: 8

Linguistics: 6


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