Here is what I got for Shara. She is pretty weak actually as her equipment is sub-par and Rogue doesn't come with a lot of fancy stuff except Sneak Attack.

I'm pretty sure there are some great ACF's for her, but I'm out of time to dig for them.



Name: Inquisitor Shara Rogare
Age: ???
Alignment: ???
Race: Human
Level: 8
Class: Aristocrat 1 / Rogue 4 / Shadow Thief of Amn 3
Feats: Weapon Finesse, Persuasive, Two-Weapon Fighting, Piranha Strike, Point-Blank Shot, Precise Shot, Blind Fight (B)
Flaws: City Slicker, Paranoid, Meticulous
Class Features: Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge, Improved Uncanny Dodge, Doublespeak, Reputation +1

HP: 8 + 7d6 + 16 (48 HP)
AC: 10 + 4 (DEX) + 3 (Leather Armor +1) = 17; Touch 14; Flat-Footed 13
Movement: 30ft
Initiative: +4 (DEX) = +4
BAB: +6 / +1
Attacks:
VS Dagger +2 - +8 / +3; 1d4 + 6; 19-20/x2
Humanbane Dagger +1 / Crystal Dagger +1 - +7 / +2; 1d4 + 5; 19-20/x2
Hand Crossbow (within 30 ft.) - +7 / +2; 1d4 + 1; 19-20/x2
Hand Crossbow (further) - +6 / +1; 1d4; 19-20/x2

Two Weapon Fighting, Base, Add Weapon bonuses as appropriate:
+4 / +4 / -1;


STATS:
13 (+1) Strength
18 (+4) Dexterity
15 (+2) Constitution
13 (+1) Intelligence
15 (+2) Wisdom
15 (+2) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) = 4
REFLEX: 3 + 4 (DEX) = 7
WILL: 4 + 2 (WIS) = 6

SKILLS: 85 Points
Balance: 5 + 4 (DEX) = 9
Bluff: 10 + 2 (CHA) + 2 (Persuasive) + 2 (Doublespeak) = 16
Climb: 5 + 2 (STR) = 7
Diplomacy: 10 + 4 (CHA) + 2 (Doublespeak) = 16
Gather Information: 10 + 2 (CHA) = 12
Hide: 5 + 4 (DEX) = 9
Intimidate: 5 + 2 (CHA) + 2 (Persuasive) = 9
Move Silently: 5 + 4 (DEX) = 9
Sense Motive: 10 + 1 (WIS) = 11
Sleight of Hand: 5 + 4 (DEX) = 9
Spot: 5 + 2 (WIS) = 7
Use Magic Device: 10 + 2 (CHA) = 12

Equipment:
VS Dagger
Humanbane Dagger
Crystal Dagger
2x Hand Crossbow
Phantasmal Leather Armor
Ring of PfG
Anklets of Translocation
Healing Belt
Ring that allows Swift Invisibility at will with scaling dmg: 1d6 dmg 1st time, 2d6 2nd time, etc.
(This section has been intentionally left Fugly since @Goldfish can do this much better then me.)
 
Here is what I got for Shara. She is pretty weak actually as her equipment is sub-par and Rogue doesn't come with a lot of fancy stuff except Sneak Attack.

I'm pretty sure there are some great ACF's for her, but I'm out of time to dig for them.



Thanks. I'll add age and alignment when I put it up on the front page in the morning.:)

There is a list of pretty much all the rogue ACFs here for when you have the time, or if anyone else wants to try adding to the build.
 
Does he have strong rogue-esque character? We had Garin. Who does he have?
So far he has a level 2 or 3 Cleric of the Merling King, and we don't know who else he has. He's very likely poking around the Grand Tourney for more companions.

He needs a rogue, possibly an archer, a fighter or two, etc. And a Scholarum wizard or two wouldn't hurt.
 
Here is what I got for Shara. She is pretty weak actually as her equipment is sub-par and Rogue doesn't come with a lot of fancy stuff except Sneak Attack.

I'm pretty sure there are some great ACF's for her, but I'm out of time to dig for them.



Name: Inquisitor Shara Rogare
Age: ???
Alignment: ???
Race: Human
Level: 8
Class: Aristocrat 1 / Rogue 4 / Shadow Thief of Amn 3
Feats: Weapon Finesse, Persuasive, Two-Weapon Fighting, Piranha Strike, Point-Blank Shot, Precise Shot, Blind Fight (B)
Flaws: City Slicker, Paranoid, Meticulous
Class Features: Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge, Improved Uncanny Dodge, Doublespeak, Reputation +1

HP: 8 + 7d6 + 16 (48 HP)
AC: 10 + 4 (DEX) + 3 (Leather Armor +1) = 17; Touch 14; Flat-Footed 13
Movement: 30ft
Initiative: +4 (DEX) = +4
BAB: +6 / +1
Attacks:
VS Dagger +2 - +8 / +3; 1d4 + 6; 19-20/x2
Humanbane Dagger +1 / Crystal Dagger +1 - +7 / +2; 1d4 + 5; 19-20/x2
Hand Crossbow (within 30 ft.) - +7 / +2; 1d4 + 1; 19-20/x2
Hand Crossbow (further) - +6 / +1; 1d4; 19-20/x2

Two Weapon Fighting, Base, Add Weapon bonuses as appropriate:
+4 / +4 / -1;


STATS:
13 (+1) Strength
18 (+4) Dexterity
15 (+2) Constitution
13 (+1) Intelligence
15 (+2) Wisdom
15 (+2) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) = 4
REFLEX: 3 + 4 (DEX) = 7
WILL: 4 + 2 (WIS) = 6

SKILLS: 85 Points
Balance: 5 + 4 (DEX) = 9
Bluff: 10 + 2 (CHA) + 2 (Persuasive) + 2 (Doublespeak) = 16
Climb: 5 + 2 (STR) = 7
Diplomacy: 10 + 4 (CHA) + 2 (Doublespeak) = 16
Gather Information: 10 + 2 (CHA) = 12
Hide: 5 + 4 (DEX) = 9
Intimidate: 5 + 2 (CHA) + 2 (Persuasive) = 9
Move Silently: 5 + 4 (DEX) = 9
Sense Motive: 10 + 1 (WIS) = 11
Sleight of Hand: 5 + 4 (DEX) = 9
Spot: 5 + 2 (WIS) = 7
Use Magic Device: 10 + 2 (CHA) = 12

Equipment:
VS Dagger
Humanbane Dagger
Crystal Dagger
2x Hand Crossbow
Phantasmal Leather Armor
Ring of PfG
Anklets of Translocation
Healing Belt
Ring that allows Swift Invisibility at will with scaling dmg: 1d6 dmg 1st time, 2d6 2nd time, etc.
(This section has been intentionally left Fugly since @Goldfish can do this much better then me.)
I don't think that you can take three flaws, sorry. Isn't 2 the max?
Oh, and a good ACF for Rogues is Penetrating Strike (replaces trap sense, allows 1/2 sneak attack against targets that cannot be affected by sneak attack when sneak attack would trigger).
 
@Azel Here's Sharra's character sheet updated with the gear she'll have when her stuff is done being enchanted next month. I only added the gear, though, not the mechanical effects it would have on her character sheet.
Name: Inquisitor Shara Rogare
Age: ???
Alignment: ???
Race: Human
Level: 8
Class: Aristocrat 1 / Rogue 4 / Shadow Thief of Amn 3
Feats: Weapon Finesse, Persuasive, Two-Weapon Fighting, Piranha Strike, Point-Blank Shot, Precise Shot, Blind Fight (B)
Flaws: City Slicker, Paranoid, Meticulous
Class Features: Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge, Improved Uncanny Dodge, Doublespeak, Reputation +1

HP: 8 + 7d6 + 16 (48 HP)
AC: 10 + 4 (DEX) + 3 (Leather Armor +1) = 17; Touch 14; Flat-Footed 13
Movement: 30ft
Initiative: +4 (DEX) = +4
BAB: +6 / +1
Attacks:
VS Dagger +2 - +8 / +3; 1d4 + 6; 19-20/x2
Humanbane Dagger +1 / Crystal Dagger +1 - +7 / +2; 1d4 + 5; 19-20/x2
Hand Crossbow (within 30 ft.) - +7 / +2; 1d4 + 1; 19-20/x2
Hand Crossbow (further) - +6 / +1; 1d4; 19-20/x2

Two Weapon Fighting, Base, Add Weapon bonuses as appropriate:
+4 / +4 / -1;


STATS:
13 (+1) Strength
18 (+4) Dexterity
15 (+2) Constitution
13 (+1) Intelligence
15 (+2) Wisdom
15 (+2) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) = 4
REFLEX: 3 + 4 (DEX) = 7
WILL: 4 + 2 (WIS) = 6

SKILLS: 85 Points
Balance: 5 + 4 (DEX) = 9
Bluff: 10 + 2 (CHA) + 2 (Persuasive) + 2 (Doublespeak) = 16
Climb: 5 + 2 (STR) = 7
Diplomacy: 10 + 4 (CHA) + 2 (Doublespeak) = 16
Gather Information: 10 + 2 (CHA) = 12
Hide: 5 + 4 (DEX) = 9
Intimidate: 5 + 2 (CHA) + 2 (Persuasive) = 9
Move Silently: 5 + 4 (DEX) = 9
Sense Motive: 10 + 1 (WIS) = 11
Sleight of Hand: 5 + 4 (DEX) = 9
Spot: 5 + 2 (WIS) = 7
Use Magic Device: 10 + 2 (CHA) = 12


Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 1/Day use the Spider Climb spell at 3rd caster level.
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +1 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Bracers of Devastating Quickstrike:
  1. Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
  2. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Earring of Arcane Acuity: +1 Intelligence, +1 Wisdom, +1 Charisma
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Enchanted Daggers:
  • Valyrian Steel (+2): 1d4+2 (19-20/x2)
  • Humanbane Dagger (+1): 1d4+1 (19-20/x2) or 1d4+3+2d6 (19-20/x2) vs Humans
  • Crystal Dagger (+1): 1d4+1 (19-20/x2), Special: 3/Day use True Strike as a Standard Action or 1/Day use True Strike as a Swift Action.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Phantasmal Leather Armor (+1): AC Bonus: +3, Max Dexterity Bonus: +6, Armor Check Penalty: 0
  • 3/Day leave an illusory afterimage in a square you occupied as part of a Move Action. This illusory double is partly real. The double cannot move from its designated square but otherwise reacts and maneuvers as directed by you. The double cannot attack, but it can menace opponents and distract them, and thus counts as an ally for the purpose of determining Flanking. The illusory double has an AC 13. A successful melee or ranged attack against the illusory double (or any damage from an area effect attack) dismisses the effect.
Ring of Vicious Invisibility:
  • You can use the Swift Invisibility spell at will, though not without cost; the 1st use within 24 hours inflicts 1d6 damage upon you, the 2nd use inflicts 2d6 damage, the 3rd inflicts 3d6, and so on.
Equipment: Amulet of Tears, Anklets of Rapid Translocation, Boneward Belt (+1 CON), Bracers of Devastating Quickstrike, Earring of Arcane Acuity (+1 INT, +1 WIS, +1 CHA), Enchanted Daggers (Crystal, Humanbane, Valyrian Steel), Greater Ribbon of Disguise, Handy Haversack, Phantasmal Leather Armor (+1), Ring of Protection from Evil, Ring of Sustenance (Slotless), Ring of Vicious Invisibility, Sharkskin Gloves of Zephyr (+2 DEX, +1 STR)
 
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If there was for example an avatar for the father and viserys killed it what do you guys think would happen? Do you think people would be convinced they couldn't be a god and just a holy man or something else entirely? It would be funny to see how people would react to a gods avatar who people genuinely think is a god being killed.
 
@DragonParadox, Shara currently:



Name: Inquisitor Shara Rogare
Age: ???
Alignment: ???
Race: Human
Level: 8
Class: Aristocrat 1 / Rogue 4 / Shadow Thief of Amn 3
Feats: Weapon Finesse, Persuasive, Two-Weapon Fighting, Piranha Strike, Point-Blank Shot, Precise Shot, Blind Fight (B)
Flaws: City Slicker, Paranoid, Meticulous
Class Features: Sneak Attack +4d6, Trapfinding, Evasion, Penetrating Strike, Uncanny Dodge, Improved Uncanny Dodge, Doublespeak, Reputation +1

HP: 8 + 7d6 + 16 (48 HP)
AC: 10 + 4 (DEX) + 3 (Leather Armor +1) = 17; Touch 14; Flat-Footed 13
Movement: 30ft
Initiative: +4 (DEX) = +4
BAB: +6 / +1
Attacks:
VS Dagger +2 - +8 / +3; 1d4 + 6; 19-20/x2
Humanbane Dagger +1 / Crystal Dagger +1 - +7 / +2; 1d4 + 5; 19-20/x2
Hand Crossbow (within 30 ft.) - +7 / +2; 1d4 + 1; 19-20/x2
Hand Crossbow (further) - +6 / +1; 1d4; 19-20/x2

Two Weapon Fighting, Base, Add Weapon bonuses as appropriate:
+4 / +4 / -1;


STATS:
13 (+1) Strength
18 (+4) Dexterity
15 (+2) Constitution
13 (+1) Intelligence
15 (+2) Wisdom
15 (+2) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) = 4
REFLEX: 3 + 4 (DEX) = 7
WILL: 4 + 2 (WIS) = 6

SKILLS: 85 Points
Balance: 5 + 4 (DEX) = 9
Bluff: 10 + 2 (CHA) + 2 (Persuasive) + 2 (Doublespeak) = 16
Climb: 5 + 2 (STR) = 7
Diplomacy: 10 + 4 (CHA) + 2 (Doublespeak) = 16
Gather Information: 10 + 2 (CHA) = 12
Hide: 5 + 4 (DEX) = 9
Intimidate: 5 + 2 (CHA) + 2 (Persuasive) = 9
Move Silently: 5 + 4 (DEX) = 9
Sense Motive: 10 + 1 (WIS) = 11
Sleight of Hand: 5 + 4 (DEX) = 9
Spot: 5 + 2 (WIS) = 7
Use Magic Device: 10 + 2 (CHA) = 12

Equipment:
VS Dagger
Humanbane Dagger
Crystal Dagger
2x Hand Crossbow
Phantasmal Leather Armor
Ring of PfG
Anklets of Translocation
Healing Belt
Ring that allows Swift Invisibility at will with scaling dmg: 1d6 dmg 1st time, 2d6 2nd time, etc.



The version from @Goldfish includes equipment she will get during the next month.
 
I had a thought.

If a riot occurred in the quest itself... does an update still happen?

It has come to my attention that we have stopped every angry mob that we've come across in the history of the quest before they got out of control. Every angry mob.

We've never pressed upon this boundary before.

INQUIRING MINDS DEMAND ANSWERS @DragonParadox!
 
Here's Shara's Sheet as of right now, including the equipment. I'm thinking of giving her some more magical ACFs such as being able to deflect rays. What do you guys think?

Name: Shara Rogare
Age: 21
Alignment: Chaotic Neutral
Race: Human
Level: 8
Class: Aristocrat 1 / Rogue 4 / Shadow Thief of Amn 3
Feats: Weapon Finesse, Persuasive, Two-Weapon Fighting, Piranha Strike, Point-Blank Shot, Precise Shot, Blind Fight (B)
Flaws: City Slicker, Paranoid, Meticulous
Class Features: Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge, Improved Uncanny Dodge, Doublespeak, Reputation +1

HP: 48 HP
AC: 10 + 4 (DEX) + 3 (Leather Armor +1) = 17; Touch 14; Flat-Footed 13
Movement: 30ft
Initiative: +4 (DEX) = +4
BAB: +6 / +1
Attacks:
VS Dagger +2 - +8 / +3; 1d4 + 6; 19-20/x2
Humanbane Dagger +1 / Crystal Dagger +1 - +7 / +2; 1d4 + 5; 19-20/x2
Hand Crossbow (within 30 ft.) - +7 / +2; 1d4 + 1; 19-20/x2
Hand Crossbow (further) - +6 / +1; 1d4; 19-20/x2
Two Weapon Fighting, Base, Add Weapon bonuses as appropriate:
Weapon Proficiency: Dagger, Mace, Sap, Crosbow
Immunities: Possession/Mental Control

STATS:
13 (+1) Strength
18 (+4) Dexterity
15 (+2) Constitution
13 (+1) Intelligence
15 (+2) Wisdom
15 (+2) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) = 4
REFLEX: 3 + 4 (DEX) = 7
WILL: 4 + 2 (WIS) = 6

SKILLS: 85 Points
Balance: 5 + 4 (DEX) = 9
Bluff: 10 + 2 (CHA) + 2 (Persuasive) + 2 (Doublespeak) = 16
Climb: 5 + 2 (STR) = 7
Diplomacy: 10 + 4 (CHA) + 2 (Doublespeak) = 16
Gather Information: 10 + 2 (CHA) = 12
Hide: 5 + 4 (DEX) = 9
Intimidate: 5 + 2 (CHA) + 2 (Persuasive) = 9
Move Silently: 5 + 4 (DEX) = 9
Sense Motive: 10 + 1 (WIS) = 11
Sleight of Hand: 5 + 4 (DEX) = 9
Spot: 5 + 2 (WIS) = 7
Use Magic Device: 10 + 2 (CHA) = 12

Anklets of Rapid Translocation:
  1. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Enchanted Daggers:
  • Valyrian Steel (+2): 1d4+2 (19-20/x2)
  • Humanbane Dagger (+1): 1d4+1 (19-20/x2) or 1d4+3+2d6 (19-20/x2) vs Humans
  • Crystal Dagger (+1): 1d4+1 (19-20/x2), Special: 3/Day use True Strike as a Standard Action or 1/Day use True Strike as a Swift Action.
Phantasmal Leather Armor (+1): AC Bonus: +3, Max Dexterity Bonus: +6, Armor Check Penalty: 0
  • 3/Day leave an illusory afterimage in a square you occupied as part of a Move Action. This illusory double is partly real. The double cannot move from its designated square but otherwise reacts and maneuvers as directed by you. The double cannot attack, but it can menace opponents and distract them, and thus counts as an ally for the purpose of determining Flanking. The illusory double has an AC 13. A successful melee or ranged attack against the illusory double (or any damage from an area effect attack) dismisses the effect.
Ring of Vicious Invisibility:
  • You can use the Swift Invisibility spell at will, though not without cost; the 1st use within 24 hours inflicts 1d6 damage upon you, the 2nd use inflicts 2d6 damage, the 3rd inflicts 3d6, and so on.
Equipment: Amulet of Tears, Anklets of Translocation, Boneward Belt (+1 CON), Enchanted Daggers (Crystal, Humanbane, Valyrian Steel), Phantasmal Leather Armor (+1), Ring of Protection from Good, Ring of Vicious Invisibility
 
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