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ElmshadeVillageContains "mature" content, but not necessarily adult.[email protected] 
  
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Biographical Data

Name (Soulname):

 Catseye (Valisandra )
 

Class/Level/Alignment:

 Charlatan [Complete Bard's Handbook] / 8th [38hps (Lvl 7 hps = 35); 78,046 exp (9th= 110k)] / Neutral Evil
 CLASS ABILITIES:
 8th LEVEL (PHB & DMG):
  • THAC0:  Melee 17, Missile 15 (+2 DEX adj);
  • Saving Throws:  PP/DM 12, RSW 12, PP 11, BW 15, SPL 13;
  • Armor Class:  2 (Studded Leather, -4 DEX adj, Cloak of Invisibility, Tumbling);
     ROGUE ABILITIES:
     [8th Level - 125 Total Points (D=DEX, K=Kit, NA=No Armor)]:
  • 90% -- Pick Pockets [Base =10% (Adj:  D+10, +70)];
  • 35% -- Detect Noise [Base = 20%, +15 (Adj: K+5)];
  • 96% -- Climb Walls [Base = 50% (Adj: D+5, Wild Talent)];
  • 40% -- Read Languages [Base = 5% (Adj: +20)];
     BARD (CHARLATAN) ABILITIES:
  • Weapon Proficiencies: The Charlatan always uses his proficient weapon in dire situations.  If an encounter is less threatening, the Charlatan uses one of the other weapons so as to appear to be a well-rounded fighter. 
  • Armor/Equipment: Wear any type of armor if a role requires it.  But a Charlatan is a finesse character; heavy, bulky armor goes against the grain of his personality. No Charlatan will maintain a role that requires him to wear non-bard armor for more than a few weeks.
  • Charm:
    => Charlatans are of unique charm and flair, and use this gift to sway the reactions of others.
    => Charm must be carefully tailored to a specific audience (group no larger than current level).
    => Group must be in average to high spirits to be charmed.
    => Must mingle among the intended group and chat for at least 1d10 rounds.
    => Group members save vs. paralyzation with a penalty of -1 per three levels of the Charlatan.
    => Success are unimpressed with the Charlatan and may even find him to be an irritation (natural 20, sees through the Charlatan's facade).
    => Failures are charmed (see wizard spell, not magical, future saves based on stresses Charlatan puts on the relationship, paralyzation saving throw is rerolled, DM applies bonuses or penalties).
  • Masquerade:
    => Is the ability to imitate a secondary skill job profession.  The Charlatan cons others into believing he has them.
    = => Use of this ability is resolved by the DM in much the same manner as an illusion spell.
    = => If no reason to disbelieve the bards performance, then the attempt appears genuine.
    = => With reason, observers, saving vs. paralyzation with a -1 penalty per three levels of the Charlatan, realize that the Charlatan is a fraud.
    => Fake any nonweapon proficiency.
    = => A successful Intelligence check with a -10 penalty, a Charlatan actually functions as if he really knows the skill or proficiency (for this one check only).
    = => Roll normal check for faked proficiency attempt.
    = => Unless suspicious, the attempts are believed genuine (if suspicious, roll saves as described above).two paragraphs prior to this one). 
  • Detect Fakery: "You can't con a con man."
    => Determine if someone is lying, operating under false pretenses (including a masquerade), or swindling.
    => Roll Charisma check - success means the Charlatan realizes the deception.
    => Charisma check with a -10 penalty enables the Charlatan to determine a person's alignment (takes d10 rds).
  • Swindling:
    => Roleplay cons > 80gp (10gp/lvl).
    => Minor cons < 80gp (10gp/lvl) make pickpocket roll.  Rolls above 95 automatically fail and are detected.
    => Good for common outlay of coins, e.g. buying meals, paying for rooms, purchasing ordinary items, etc.
    => Successful pick pockets roll - multiply asking cost of the item is by the percentage rolled to find Charlatan cost.
    => Failed pick pockets roll by more than the Charlatan's Charisma means the con is detected by the victim.
  • Homeland/Family:

     Bay Town, Impilitur, Faerun, Aber Toril / Father raised til age 15 and abandoned in jail
    Allies / Partners
  • Albrecht, Deputy of Nimbortan*
  • Title(s):

     Jade, Geisha, Pirate, Squire,
    Obvious Details

    Race/Sex/Age:

     Human / Female / 17 years
  • STR 8:  -- atk, -- dmg, 35 enc, 90 press, 5 doors, 1% bend-lift;
  • DEX 18:  +2 react, +2 atk, -4 defense;
  • CON 7:  55% shock, 60% resurrect;
  • INT 16:  70% learn, 11 spl/lvl, 5 lang. slots (Thieves Cant, Elf, dwarf, orc, common);
  • WIS 8:  -- mental atk adj;
  • CHR 17:  10 henchmen, +6 loyalty, +6 react;
     
  • Height/Weight:

     6' / 125

    Hair/Eyes/Skin:

     Any / Any / Any
    Refined Details
    Personality Characteristics:
     

      
      
      
    Magic Possessions:
  • Ring of Weakness
  • +2 Dagger of Throwing
  • Cloak of Invisibility
  • Necklace of Strangulation
  • Hat of Alter Self 

    Psionic - Wild Talent (Total PSP 45): Expansion
    MAC: 6 (MTHAC0 17);
    Initial Cost: 3;
    Maintenance Cost: 1/round;
    Area of Effect: personal;

    The psionicist can expand his own body proportions in any dimension: height, length, width, or thickness.  He can increase any or all of these proportions by 50% of their original size per round.  Maximum expansion is four times original size.  This power has no effect on clothing or equipment. Ability scores don't increase either.  In other words, the character does not grow stronger simply because he became taller.  However, being very big often has other advantages. Power Score - Maximum expansion becomes 10 times and the rate is 100% per round. 1 - The psionicist shrinks by 50% until arrested by this power.

    Spells (3-1st, 3-2nd, 1-3rd)
    1st Level (under study):
  • Alarm- small bell, silver wire
  • Cantrip
  • Enlarge/rev
  • Friends- chalk/white flour, soot, vermillion on face
  • Hypnotism
  • Read magic
  • Sleep- sand, rose petal, or live cricket
  • Ventriloquism-- rolled parchment cone
  • 2nd Level
  • Detect invisibility- powdered talc and silver
  • ESP- copper pc
  • Fools gold
  • Invisibility- eyelash in gum arabic
  • Knock
  • Locate Object- forked twig
  • Rope trick- powdered corn and twisted loop of parchment
  • Silence 15'
  • 3rd Level
  • Dispel Magic
  • Haste - licorice root
  • Hold person - straight pc of iron
  • Leomunds Tiny Hut- crystal bead
  • Tounges- clay model
  • Wraithform- bit of gauze and a whisp of smoke
  • Instant audience- mouse and common finery
  • Mundane Possessions:
    Non-weapon Proficiencies
     Charlatan Class Bonuses (FREE):
  • Disguise CHR-1
  • Forgery DEX-1
  • Gaming CHR
  • Reading/Writing [INT +1, Language-Common];

     Slots 16 Intelligence [5 languages]
  • Fast Talk [CHR, see modifiers, Thief HBK];
  • Tumbling [DEX, +4 AC bon (no atks/win init), mnvr for rear atk (+2)];
  • Singing [CHR];
  • Juggling [DEX -1, catch small thrown objects (-2 chk)];
  • Set Snares [DEX+1 (+2 extra)]
  • Rope Use [DEX]
  • Dancing [DEX+1 (+1 extra)]
  • Musical Instrument [DEX+1 (+2 extra)]
  • Ride Land-based [WIS+3]
  • Weapons & Proficiency (7 slots):
  • Sling
  • Daggers [retractable spring loaded spike- Rwrist- dwarf make 1d4 1d4+1 poison]
  • Caltrops- para dust
  • Darts- poison para
  • Whip 1d4
  • Lasso
  • Hand x-bow 1d4
  • Equipment:
    Studded Leather, Needle ring 1d2, Pen & Ink Pot, Backpack, Bell (2), Belt & Pouches (6), Case [10 bolts (d4)], Candles (40), Chalk (10), Canvas Hammock, Tinderbox, Flint & Steel, Map Cases, Small Mirror, Lamp & Oil (10), Pitons (20), Rope (Silk), Soap, Sewing Needles (10), Whetstone, Wineskin (4), Rations (1wk iron), Leather Gloves, Belts, Trousers, Shirts, Cloaks, Vests, Tunics, Marked Deck of Cards Biased Dice, Lock Pick Tools, Hollow Boots (2 vials left, spell components right) 6x sleep powder vial, 6x para powder vial, Gunpwder Matches, White Mouse, Waterproof Tube w/extra spell components, Fools gold, Glass Gems, Dye Vial, Disguise Kit;
    Background History:
    Single parent- father- traveled w/dad conning and swindling small towns, tribes and cities along the coast from Eastling to Dragons Reach. They traveled w/carnivals, performing troops, and seafaring gypsies inland as far as Yordric. The pre-teen Jade became the central bait in many a scam based on her innocent child personae. Dad was good at blaming her for their misfortunes, mom leaving, and their general unhappiness, giving Jade a inferiority complex . NM dad was a drunken gambler by this time and lost all of their earning on a regular basis. Many times they were forced to flee debt collectors, gambling house operators and the local law. He took several opportunities to let her know she would never be successful at their trade. Eventually her father left her in a jail in Tantras when she was 15. She has gone around w/several boyfriends w/personalities like dad but in the end it never works out and she tends to double cross them in the end. Obsess much? Underneath it all she wants to find her dad and show him she's an accomplished operator. Right b4 she slowly strangles him to death.

    Currently she is flat broke and has hooked up with the "deputy" of Nimbortan. Working guild contacts as a networked thief she has been working her way into new ventures. W/a supply of easy jobs she has stayed on long enough to start to feel an attraction to the hard man known as Deputy Albrecht. She doesn't dare lead on for fear of upsetting some of her personal plans, but it's getting hard to ignore.

    Recently she has taken many surveillance jobs and has been appointed to manage a group important to the guild and the church

     
       
       
    Adventuring History:
    Miscellaneous Details:
    Charlatan Specialty: Trickster/Con Artist.
  • Qualifications: Standard ability scores. Charlatans live off the fat of the land, bending all the rules and copping through loopholes in the law. It is completely against the personality of the Charlatan to be lawful. Charlatans are limited to NG, N, NE, or CN alignments.
  • Description: Charlatans are masters at manipulating people. Using their high Intelligence and understanding of human nature, Charlatans prey upon the foolish, overconfident, and greedy people around them. Charlatans often seem bold and boisterous, but they always maintain self-control. The profession of swindling others and making them feel good about it is an age-old practice and none are better at it than Charlatans. The Charlatan's profession has its downside, too. When a Charlatan's facade is pierced, he is in grave danger, for no one likes to be conned. Then the Charlatan's quick feet may serve him better than his quick wit.
  • Role: Charlatans are wanderers. They go from town to town, switching from one identity to another, always a step ahead of the last person they swindled. In large cities, Charlatans may be able to live out most of their lives moving from one quarter to the next. When times are tough and no great con comes to mind. Charlatans sometimes perform sleight- of-hand tricks just to get by. Charlatans also have a knack for acquiring jobs that allow them to bluff their way through each day. Charlatans can sometimes be found masquerading as priests, healers, sages, diplomats, powerful mages, and retired heroes. As player characters, Charlatans are most useful in town-based campaigns or when traveling across inhabited country. Their talents often support the entire party with food, shelter, and minor luxuries. Unfortunately, many of their talents have little use when exploring ruins or wilderness areas. However, they often pose as wizards, warriors, thieves, and sometimes even priests. As NPCs, Charlatan really come into their own.
  •  
    Some of her own guises have include:
  • A cleric of Gaia- Trapped the garrison in their own stockade. Stole the treasury blind
  • A squire to a knight of Glamouax- Drugged the household and sold the entire stable and armory bare
  • A geisha of the oriental Noh Troop Circus of Solemn tranquility - She was caught w/her hand in the till and barely escaped their ninja house mother
  • Canidate for assistant Mayor of Oakland - Stole the current assistants key embezzeled all the party funds and robbed the donations room while framing her opposition
  • Warehouse manager for the elven guild of house Tevor- posing as a half elf she stole all the goods and a ship- She finally escaped thier jailhouse 2 days before her excecution using and elaborate door trap using only her own woven hair.
  • Capt Alyssa the Just- pirate ship on the outer seas of fawnrun- Mutiny in under a week. Sprung her own mantrap. Had to walk the plank.

  •    
       
    Player: MSN Nickname_LOKI_; Updated: 10/13/2008