Arex Braxter

A Very Young well spoken elf in dark blue robes

Description:

Race: Elf
Homeland: Neverwinter
Class: Mage / Thief
Kit: Thief Guilder
Alignment: LN
Religion: Corellon
Level: 3rd / 4th
Experience: 16,503 / 16,503 (ready to Train)
Next Level: 10,000 / 10,000
Max Level: Unlimited / 10th


Ability Scores:

Str 11 Stamina 11 Weight Allowance: 45
Muscle 10 Max Press: 115 Feat of Strength: 10%
Dex 14 Aim 13
Balance 14 +0 Surprise +0 AC
Con 8 Health 6 System Shock 40%
Fitness 9 Resurrection 65%
Int 14 Reason 15 Max Spell Level 7th Max Spells/Level 21
Knowledge 13 Proficiency Slots +3 Paths Known +1 Learn Spell 55%
Wis 7 Intuition 9
Willpower 4 -2 Mental saves
Cha 11 Leadership 13 5 Henchmen +0 Loyalty
Appearance 9 0

Reactions:

  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +0
    • +3 vs. New Phlan citizens if guild affiliation is known
    • -4 vs. Red Plumes, Thieves of Phlan, Noriss’s Boys, and Slums residents if guild affiliation is known
    • Manifestation: as an action, gain +3 on reaction rolls (or -3 vs. creatures that are already threatening)

Combat Statistics:
Hit Points: 13 / 13
Armor Class: 10 (12 with shield)
Base Attack Bonus: +1
Saves: 90% Sleep/Charm resistance

  • Paralyzation/Poison/Death: 12
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 11
  • Breath Weapon: 15
  • Spells: 12 (+4 vs. Wild Magic, +2 vs. Chaotic casters)
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Staff 1/round +1 1d6 1d6 4 melee Magic.
Dagger 1 +1 1d4 1d3 2 10,20,30
two-pronged punch daggers ? ? ? ? ? ?
Dart (P) 2/1 +1 1d3 1d2 2 10,20,40 Poison, Sleep
Dart 2/1 +1 1d3 1d2 2 10,20,40

Weapon Proficiencies:
Quarterstaff
Dagger
Dart


Thief Skills: (no armor)

Pick Pockets 10% Hide in Shadows 55%
Open Locks 75% (half time) Hear Noise 20%
Find/Remove Traps 75% (half time) Climb Walls 70%
Move Silently 60% Read Languages 5%

Non-Weapon Proficiencies: 4 + 4 Knowledge + 1 Levels
*Kit Bonus Non-weapon Proficiencies: Administration, City Familiarity, Information Gathering, Literacy
*Homeland Bonus Languages: Northern
*Homeland Bonus Proficiencies: Artistic Ability, Engineering
*Wizard Class Bonus Proficiencies: Literacy
*Bonus Proficiencies: Secret language (thieves’ cant)
*Elf Bonus Languages: Common, Espruar

(#) is cost of proficiency all other were free from Kit/Homeland/Class etc.

Modern Languages (Common) 13 Administration R+1 16
Modern Languages (Espruar) 13 Information Gathering 15
Modern Languages (Northern) 13 Local History Phlan 13
Artistic Ability (Carving) 9 Engineering R-3 12
Modern Languages (Tharian) (1) 13 Spellcraft R-2 (1) 13
2xRecharge R-2 (2) 13 Disguise A-1 8
Secret Languages (Thieves’ Cant) 13 City Familiarity 13
Literacy K+1 14 Appraising (1) 15
Poison Use R-4 (2) 11 Awareness (2) I 9

Special Benefits/Abilities:

  • Elven infravision enables them to register gradations of heat up to 60 feet in darkness.
  • Elven characters have 90% resistance to sleep and all charm-related spells.
  • When employing a bow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls.
  • An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.
  • Secret doors and concealed doors are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.
  • For the day immediately following communion, the bonded elves can fight in perfect harmony, one’s weapon following through where another left an opening. If fighting side by side against common foes, they gain a +2 to attack rolls and +1 to AC for the next day only, and only if they work together. All the elves must have at least one partner from the communion at their sides if this bonus is to be brought into play. Communion can only be effected once a week.
  • When elves wish, they have an imposing presence. Suddenly, they can seem far larger, more there, than their actual height and weight would indicate. This manifestation grants a +3 on NPC Reactions checks (reactions for enemies would be –3), as well as drawing attention to the elf in question. Aside from impressing people, the power is largely useless.
  • Elves do not sleep in the typical sense, though they can enter that state if they desire. Instead, they gain their rest through a process known as the reverie. When they enter reverie, elves do not usually close their eyes unless there is a bright light present. During this time, they are aware of their surroundings, but they cannot act to influence them any more than a human can while asleep
  • Elves can withstand up to 100°F with only mild discomfort. Likewise, they can remain clad in their usual clothes to a low of the freezing point of water and be only mildly uncomfortable. Below 32°F, they suffer the same ill effects as anyone else, but until that point they feel little different. Above 100°F, they suffer as do others but exhibit no undue stress until that temperature is surpassed. They lose no body water to sweat, nor do they need to lighten their clothing.
  • Despite their frail appearance and lowered Constitutions, elves have a remarkable resistance to ordinary disease. While it is not on a scale with the paladin’s total immunity to nonmagical diseases, elves are only rarely afflicted by disease. Mundane diseases have only a 50% chance of affecting an elf.
  • Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Balance bonuses).
  • Whenever a Neverwinterite is forced to make a saving throw to escape the effects of a Wild Magic spell, he receives a +4 bonus to the roll.
  • Whenever someone of chaotic alignment casts a spell at a Neverwinterite, the character receives a +2 bonus on any saving throws required by the spell.
  • Whenever a Neverwinterite makes a Find/Remove Traps or Open Locks check, the time required to attempt these tasks is half that normally taken (½d10 rounds).
  • As a benefit of their constant dealings with all sorts of people, guilders can sense and anticipate an opponent’s offensive moves for a short time. This lets the guilder position himself to minimize the damage from an attack by sidestepping at the last instant or partially blocking an attack. Although this maneuver doesn’t stop the attack, it does reduce the amount of damage the guilder suffers by one-half (round fractions up). The guilder must announce that he is performing this maneuver immediately after an opponent’s successful attack roll. This ability can be used a number of times per day equal to the guilder’s level (4/day).
  • Stipend: A guilder in good standing with his guild receives a monthly stipend of 70gp per month.
  • Expenses: When undertaking an expedition on behalf of his guild, the guilder may receive a small stipend to cover his expenses. A typical stipend ranges from 100-500 gp, depending on the length of the expedition, the level of the guilder, and the generosity of the guild’s leaders. The guilder may spend these funds only on goods and services directly relating to the success of the expedition.
  • Annual Boon: Once per year, the guilder may ask his guild for a boon. It is traditional that this be granted insofar as the resources of the guild (and the judgement of the DM) allow, although exceptionally greedy or ill-considered requests will reflect badly upon the guilder.
  • The Guilder has a network of information gatherers and accomplices in place through which he can arrange for safe houses or similar assistance when in territory controlled by his guild. No matter how much trouble he is in, the guilder can hide for up to three days with no possibility of enemy forces finding him. For each day after the third that he holes up, there is a 10% chance that the character’s whereabouts are discovered. To effectively hide, a character must not leave his haven or attempt to contact anyone outside of his shelter. Doing so increases the chance of his being spotted to 50% per day. The character can include one companion per three levels in his hiding place.
  • Instead of holing up, the character can leave the territory. Arranging transport requires 1d3 days, during which the character hides (as above); then the guilder may be smuggled out of the guild’s territory. There is a base 80% chance of success, but the DM may modify this for the intensity of the search and other similar factors.
  • A guild wizard enjoys access to the spells and research of other wizards. He has tutors available to instruct him when he advances in level, he can obtain spell components, and he can pass along his own findings to other wizards in need. Every time a Guilder wizard (including spellcasting rogues) gains a level, he may automatically add one new spell to his spellbook, without the need to make a “chance to learn spells” roll.
  • Guilders earn a lot of respect from those in their home territory. Unless a character belongs to an opposing organization, he will usually tr to court the Guilder’s favor for business reasons. Guilders receive a bonus of +3 on all NPC reactions against characters from their guild’s territory.

Penalties:

  • Unlike all other intelligent races, Elves have no souls. They cannot be Raised, Resurrected, or Reincarnated by any means short of a Wish spell.
  • As might be expected, spellcasters from Neverwinter are unable to study or cast any spells from the school of Wild Magic or the Chaos priest sphere.
  • When a spellcaster from Neverwinter attempts to cast his spells at a being of chaotic alignment, that creature’s warped thought patterns provide some measure of protection for it. Any saving throw the creature must make because of the character’s spell receives a +2 bonus.
  • Characters from Neverwinter never gain increased damage when attacking from behind (regardless of class). The bonuses to attack rolls for striking from behind remain unchanged.
  • The guilder MUST honor any reasonable requests for assistance by his fellow guild members.
  • A guilder is held fully accountable for any actions that may reflect badly on his guild. Should the guilder break the law, insult a noble, or otherwise behave improperly, his guild will demand an explanation. An unsatisfactory explanation will result in a reprimand at best, and termination of his job at worst.
  • If a guilder receives expenses he must make a full accounting of his expenditures and return any excess funds at the conclusion of his expedition. Should a discrepancy be discovered, the guilder may be fined (or suffer some other worse fate appropriate to the nature of the organization). If he’s been given special equipment instead of or in addition to expenses, all items must be returned in good condition. Otherwise, money may be deducted from the guilder’s stipend to replace them, or the guild may confiscate an equivalent amount of the guilder’s goods.
  • A guilder is always subject to orders from his guild leaders. Some orders are critical, others trivial, but all must be followed in order for the guilder to remain in good standing. Failure to comply with an order may result in a variety of penalties, ranging from fines to termination of employment.
  • A guild leader may require the guilder to carry out a special order in conjunction with his primary assignment, or a guilder may receive burdensome duties as part of his regular job. In all cases, the DM decides when the overlord makes a special demand, the type of demand, and the penalties for violation.
  • Guilders suffer a -4 penalty on NPC reactions when dealing with members of opposing guilds if their identity is known.

Wizard Spells:

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2 1

Paths Known: Apprentice’s Path, Path of Darkness, Path of Missiles, Shapeshifter’s Path), The Giant’s Path, The Road to Pentacles

Spell Book:

  • 1st level: Lightning bug, Magic Missile, Shield, Detect Magic, Read Magic, Alter Digits, Wizard Mark, Enlarge®, Find Familiar, Giant Fur, Troll Repellent, Serpent missile, Cantrips, Conjure Spell Components, Snilloc’s Snowball, Hair, Change Self
  • 2nd level: Wizard Lock, Invisibility, Magic Missile Reflection, Poisonstar, Darkness 15 ft. Radius, Alter Self, Wall of Gloom
  • Prepared Spells:
    • 1st: Magic Missile, Enlarge (used enlarge)
    • 2nd: Invisibility

Psionic Wild Talents:

PSPs: 0 (regain 10 per hour)
PSPs Used: 80
PSPs Remaning: 0

Power Discipline Power Score Cost Maintenance Effect
Summon Planar Creature Psychoportation 11 45 Summon a random creature native to the Astral or Ethereal plane. The summoned creature appears at a location of your choice within 200 yards. You have no control over this creature, but if you roll your power score (natural 12) it is automatically friendly. The summoning is permanent until the creature is somehow banished from the plane or killed.
Teleport Psychoportation 15 varies Instantly teleport yourself to a known location (you must be able to accurately picture it in your mind). If you pay double the cost (see below), you can take up to 2 passengers. If you roll your power score exactly (natural 16), the cost is reduced by 20 PP.
Teleport Distance PSP Cost Check Modifier
up to 10 yards 10 -1
up to 100 yards 20 0
up to 1000 yards 30 +1
up to 10 miles 40 +2
up to 100 miles 50 +3
up to 1000 miles 60 +4
up to 10,000 miles 70 +5

Advancement Notes

  • Armor Allowed: Leather, Padded, Studded Leather, or Elven Chain
  • Weapons Allowed: club, dagger, dart, hand crossbow, knife, lasso, pistol, quarterstaff, short bow, sling, or any one-handed sword
  • Gain 1 new Non-Weapon Proficiency slot per 3 Wizard levels.
  • Gain 1 new Weapon Proficiency slot per 4 Thief levels.
  • Gain 30 points for Thief skills per thief level.
  • Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them).
  • At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief’s understanding of magical writings is far from complete, however. The thief has a 25% chance to read the scroll incorrectly and reverse the spell’s effect.
  • Once a thief reaches 10th level, his reputation is such that he can attract followers — either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows.
  • A guilder that reaches sufficient level to attract followers may establish his own guild. In such a case, the player and DM should review the rules regarding Thieves’ Guilds in the Complete Thief’s Handbook, regardless of the type of guild. The guilder’s followers make up the initial members of his guild, but he attracts additional guild members (treat as bonus followers) at the rate indicated under the guild rules.

Equipment on his person:

  • Tunic, Breeches, Dark Blue Robe, Blond Wig, Dark Blue Cloak, Boots
  • Boot Sheath
    • Dagger (1 lb)
    • 3 Small Belt Pouches (1.5 lbs) Wooden hair brush, steel Chisel (1 lb), Cosmetic Kit
    • 1 Large Belt Pouch (1 lb), Cloth Wool( to muffle sound) (1 lb)
      • 5 Chalk
      • 8 Darts (4 lbs)
    • Lock Picks (1 lb)
    • Metal File (.5 lbs)
  • Leather Backpack (2 lb)
    • Grimoire w/ Poor Lock. Wizard Locked and Wizard Marked. (3 lbs)
    • Flint and Steel
    • Water skin (9 lbs. full or 1 lb. empty) Full
    • Hand Mirror
    • Hour Glass 2 hours
  • Belt
    • Hacksaw and 5 Blades (1.5 lbs)
    • Wire Cutters (.5 lbs)
    • Crowbar (4 lbs)
    • 5 candles
    • Whetstone (1 lb)
    • Silk Rope 50’ 1/4 thick (3.5 lbs)
    • 1 Small Sacks
    • Rations
      • Cheddar cheese (.2 lbs)
      • Loaf of Blackbeard (.2 lbs),
      • Smoked Cod (.2 lbs),
      • Dried Apples (.2 lbs)

43.3 lbs

Equipment listed below in sacks at the cave:

  • Suit Ninja (2 lbs, +10% Hide in Shadows when not wearing other garments over it)
    • 1 Small Sacks
  • Knife Sheath
    • Dagger (1 lb)
    • Disguise Kit (1 lb)
    • Hooded Lantern (2 lbs)
    • Flanel Blancket (2 lb)
    • Rations
      • Cheddar cheese (.8 lbs)
      • Loaf of Blackbeard (.8 lbs),
      • Smoked Cod (.8 lbs),
      • Dried Apples (.8 lbs)
        11.2 Lbs

Encumbrance:Unencumbered

Base Speed: 12

Total Weight of Gear Carried: 43.3 lbs. (Unencumbered)

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 45 lbs. 46-63 lbs. 64-80 lbs. 81-98 lbs. 99-114 lbs. 115 lbs
Movement 12 9 6 5 2 1
Bio:

All you know about Arex is that he seems to be fairly new to Phlan. Arex appears a very young elf H 55 in / W 71 lbs / Age 90 A mask covers his face. He has blond Hair and blue eyes with tan skin. Arex is wearing a dark blue robe and a dark blue cloak with a horse medallion , A full backpack, A whitewood staff and shield with a sunburst design slung on his back.

Background info -if researched
Arex come from Neverwinter. He was abandoned there for some reason when he was very young elf. Perhaps a trial from Corellon. As an elf he tended to associate more with males so he dresses more as a male but can aslo if he chooses appear as a female. He soon decided to find a place of his own somewhere further south. He managed to get transport to Phlan and seek a life there. He seems to have some skill in picking locks and other thief skills and has some knowledge of wizardy. It is rumored he has some psychic talents and that he paid a great price for them. Those that do know, Greatly Respect him. Eventually he plans to develop a Wizard Guild in Phlan. Arex traveled with two companions from his homeland. A Half-Orc named Arn and a lady named Jem. Jem recently passed while helping some orphaned human slaves.

Arex Braxter

Ruins of Adventure Brand_Darklight Cwreando