Trinsic Tales:Elspeth

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Character Information

Character of Trinsic Tales: Planescapes played August 24, 2012 to --

Name Player Race Height/Weight Hair/Eyes Class
Elspeth Innle Zaniel Elf 5' 4"/84 lbs. Dark Blue/Green
  • Level 10 Scout
    (0 / 10,000) - 00.00%


Size Gender Age Skin Alignment/Allegiance Deity
Medium Female 120 yrs. Pale Lawful Good None
Stats Saves Attacks Misc. Languages
STR 15 +2 INT 16 +3
DEX 20 +5 WIS 16 +3
CON 13 +1 CHA 12 +1
Fort +6(+2)
Ref +13*
Will +7(+2,1)
Melee +9/+4
1d8(+*d6+2)
Missile +17/+12
1d8(+*d6+2)+8
Grapple +9
Speed 40ft.
Initiative +8(+4)
Armor Class 20(+2,2)
Hit Points 57/57
  • Common
  • Elvish
  • Goblin
  • Gnome
  • Sylvan
Feats Class Features Racial Features


Skill Tricks:

  • Immunity to Sleep
  • Low-Light Vision
  • 5 feet of a secret or concealed door is entitled to a Search check
  • Blindsense - 30ft

  • 11 skill Points Per Level
  • Next Feat: Level 9

  • Dr 3/-- (0/30)


Skills

Skill Name Bonus Skill Name Bonus Skill Name Bonus
Appraise +3 Hide +22 Open Lock +5
Balance +18 Intimidate +1 Perform +1
Bluff +1 Jump +15 Profession +3
Climb +14* Know (Arcana) +3 Ride +5
Concentration +1 Know (Arch. & Eng.) +3 Search +17
Craft +3 Know (Dungeoneering) +3 Sense Motive +3
Decipher Script +3 Know (Geography) +3 Sleight Of Hand +5
Diplomacy +1 Know (History) +3 Spellcraft +3
Disable Device +3 Know (Local) +3 Spot +17
Disguise +1 Know (Nature) +5 Survival +14*
Escape Artist +5 Know (Nob. & Royal.) +3 Swim +13
Forgery +3 Know (The Planes) +3 Tumble +19
Gather Information +1 Know (Religion) +3 Use Magic Device +1
Handle Animal +1 Listen +17 Use Rope +7
Heal +3 Move Silently +25    
[*] Situational Modifiers may apply. Please view source for more information.

Spells Known

Item Uses and Spells
  • Darkhidden
  • Feather Falling
  • Gloves of Agile Striking (2/2)
  • Lesser Iron Ward (0/30)
  • Skirmisher Boots (2/2)
  • Stoneburners (400)


Inventory

  • 0 pp 365 gp 8 sp 10 cp
Item Location Qty
Arrows Quiver, Wulfric's Haversack 60

Ammunition - Hardness: 5 Size: Medium


  • An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Backpack Back 1
It's a backpack. It holds stuff.
Bedroll (Sleeping Bag) Backpack 1
You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cold Weather Outfit Backpack 1
A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Dragonbone Composite +2 Longbow Weapon 1

Martial Two-Handed Projectile Critical: 20 x3 Range: 130 ft Type: Piercing Size: Medium Damage: 1d8


  • Seeking
    • Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)
  • Greater Revelation Crystal
    • Body Slot: — (weapon crystal) Caster Level: 9th Aura: Moderate; (DC 19) divination Activation:
    • This tiger’s-eye gem bears a striking resemblance to the eye of a cat, its gaze seeming to dart about.
    • When you damage an invisible creature using a weapon with this augment crystal attached, the creature emits a glowing golden aura for 1 round, allowing everyone to know the square or squares it occupies and where it moves during that duration. The aura is as bright as a torch. Despite the glow in the square, creatures that attack the invisible foe still suffer a 50% miss chance; the glow merely allows them to determine the appropriate square to attack.
    • Any active invisibility effects on the damaged creature are also suppressed for 1 round (even if the invisibility is natural or extraordinary).
    • Also suppresses active effects on the damaged creature that grant concealment or similar effects (such as blur or displacement) for 1 round. This has no effect on concealment granted by the environment (such as fog or a darkness spell).

Contains: Bow Blade

Gloves of Agile Striking Hands 1
  • Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (mental)
  • These forest-green silk gloves feel like a second skin.
  • Gloves of agile striking grant you brief bursts of impressive dexterity in combat. When you activate these gloves, you deal an extra 1d6 points of damage with ranged weapons and light weapons (as well as nonlight weapons that can be used with Weapon Finesse, such as a rapier). If you are delivering a skirmish attack (see the scout class, CAd 10), this bonus improves to 2d6. This effect lasts for 1 round.
  • This ability functions two times per day.
Lamp, Common Backpack 1
A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.
Longbow Backpack 1
--
Mantle of the Predator Back 1

Aura: Faint; (DC 17) transmutation


This short, flexible cape is made from tiger skin and feels warm to the touch.
A mantle of the predator grants you a +5 competence bonus on Hide and Move Silently checks. In addition, you deal an extra 1d6 points of damage with melee attacks against foes denied their Dexterity bonus to AC. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to this extra damage.

Masterwork Dastana Arms 1
This pair of metal bracers can be worn in addition to some other types of armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. You can wear dastana with padded, leather, or chain shirt armor. You need the Armor Proficiency (light) feat to wear dastana without penalty.
Mirror, Small Steel Haversack 1
A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on Medusa, make sure you look good enough to present yourself to the queen, or examine wounds that you've received on hard-to-see parts of your body.
Mithral Shirt Body 1

Size: Light Maximum Dexterity Bonus: +6 Armor Check Penalty: 0 Arcane Spell Failure Chance: 10% Armor Bonus: +4


  • Lesser Iron Ward Diamond
    • Body Slot: — (armor crystal) Caster Level: 7th Aura: Moderate: (DC 18) evocation Activation:
    • The least version of this augment crystal grants you damage reduction 3/—. This damage reduction stacks with similar damage reduction granted by any other source. Once the clasp has prevented a total of 30 points of damage, it becomes inert until the following day.
  • Muffling (Mundane Enhancement)
    • Fine strips of felt or velvet are placed at each joint of the armor, and cotton thread is wound around the links to prevent clanking. Muffling grants the wearer a +2 circumstance bonus on Move Silently checks.

Contains: 2 Sleeve Blades

Oil Backpack 4
A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Rapier Back 1

Martial One-Handed Melee Critical: 18–20/×2 Type: Piercing Damage: 1d6

Ring of the Darkhidden Finger 1
More than a dozen etchings of closed eyes circle this tarnished silver ring.
You are invisible to darkvision, although you are fully visible in normal light.
Ring of Feather Falling Finger 1

This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Rope, Silk Backpack 1
Length: 50 ft.
This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.
Signal Whistle Neck 1
For use in distractions and getting someone's attention
Skirmisher Boots Feet 1
  • Aura: Faint; (DC 17) transmutation Activation: — and swift (command)
  • These comfortable boots are made from soft doeskin.
  • Scouts (CAd 10) prize skirmisher boots, but any character can use them to increase combat prowess in a mobile battle. You gain a +2 bonus on damage rolls when you make a skirmish attack. This is a continuous effect and requires no activation. A character without the skirmish class feature does not gain this benefit.
  • In addition, you can activate skirmisher boots to make a single extra melee or ranged attack using your full base attack bonus. You can only activate this ability if you have already moved at least 10 feet from the space where you started your turn. Movement while mounted does not allow you to activate the boots. This benefit does not require the skirmish class feature and can be activated two times per day.

Contains: 2 Boot Blades

Stoneburners Backpack 1
These are special boot tips and gloves with reinforced fingertips that hold small receptacles for stoneburn acid (see Alchemical Items, below). When pressure is applied to these compartments, the acid is released onto whatever surface is being pressed. If the surface is stone, the finger or boot tips immediately burn a small divot that can be used as a hand or foothold. Using stoneburners along with stoneburn acid provides you a +2 circumstance bonus on Climb checks on stone surfaces. This does not stack with the bonuses provided by climber’s kits, spelunker’s kits, or spider kits. Stoneburners are typically used by drow who are in a hurry and are not picky about leaving behind a permanent trail.
A single flask of stoneburn acid provides enough substance for a wearer of stoneburners to climb up to 200 feet.
Stoneburn Acid Backpack 2
This substance is a weaker form of alchemist’s mineral acid. It harms only stone and other minerals. It is not effective as a splash weapon, because it requires both contact and pressure to fully dissolve the exposed material. Otherwise, it just makes small pocks in a surface. When you apply it with pressure against rock or other minerals, it ignores hardness and deals 2d6 points of damage. This dissolution happens almost instantly, after which the acid becomes inert. Therefore, it is only useful for digging small divots into a stone surface or small openings in very thin walls. It works best when used with stoneburners.
Trail Rations Backpack 7
Trail Mix, Beef Jerky, Cookies.
Vest of Resistance +1 Torso 1

Aura: Moderate; (DC 20) abjuration


A vest of resistance offers magical protection in the form of a +1 to +5 resistance bonus on saving throws.

Waterskin (Full) Haversack 3
A waterskin is a leather pouch with a narrow neck that is used for holding water.


Character Background

Appearance

Small Appearance Info Section.

Mannerisms

Small Mannerisisms Info Section.

Background

Small Background Info Section.

Personal Notes

External Links: