Male kender^ beguiler/rogue 12 [Gestalt] CN Small humanoid (kender) Init +11 Senses low-light vision; Listen +16, Spot +15 Languages Common, Kenderspeak, Dwarven, Goblin, Thieves Cant1  AC 21, touch 19, flat-footed 21 hp 72 (12 HD) Immune fear Fort +10, Ref +21, Will +19  Speed 20 ft. (4 squares) Melee +4 Sickle +21/+16 (1d4+7) or Melee touch +17 (spell) Base Atk +9; Grp +5 Atk Options opportunist, quick cast*, Silent Spell, sneak attack +6d6, Still Spell, surprise casting*, telling blow* Combat Gear potion of cure serious wounds (x4) Beguiler Spells Known* (CL 12th): 6th (4/day)--Chosen from beguiler's spell list 5th (6/day)--Chosen from beguiler's spell list 4th (7/day)--Chosen from beguiler's spell list 3rd (8/day)--Chosen from beguiler's spell list 2nd (8/day)--Chosen from beguiler's spell list 1st (8/day)--Chosen from beguiler's spell list 0 (6/day)--Chosen from beguiler's spell list  Abilities Str 10, Dex 20 (26), Con 13, Int 18 (24), Wis 12, Cha 14 SQ advanced learning (not specified), armored mage*, cloaked casting, evasion, improved uncanny dodge, taunt^, trapfinding, trap sense +4 Feats Improved Initiative,Cunning Evasion*, Telling Blow*, Quicker than the Eye**, Weapon Finesse Skills Concentration +19, Bluff +17, Disable Device +15, Escape Artist +17, Forgery +13, Hide +28, Intimidate +15, Knowledge (Arcana) +17, Knowledge (monsters)2 +17, Move Silently +26, Open Lock +20, sleight of Hand +22, Tumble +17 Possessions +2 hasted3rd padded armor, gloves of dexterity +6, headband of intellect +6, immovable rod (x2), vest of resistance +4, ring of sustenance, backpack (x2), chalk, crowbar, fishhook, flint and steel, hammer, marbles, sack (x5), sealing wax, silk rope, soap, mwk thieves' tools, waterskins (x5) * Player's Handbook II 3rd Player's Handbook, Third Edition ** Songs and Silence ~ Dungeon Master's Guide v3.5 ^ Dragonlance Campaign Setting [Gestalt] This character was created using the Gestalt Character variant rule from Unearthed Arcana. We have an article that explains this option. 1 This is an anachronism. Though Thieves Cant does not exist anymore, we continue to acknowledge it in our group. 2 Knowledge (monsters) is a house rule-added skill in our gaming group. It represents the monster-related aspects of various Knowledge skills, with ad hoc penalties of -5 or more for less common creatures. |