Dirty Dan

DirtyDan's Characters
My characters for WotC's D&D, by version 3.5 rules.

Griggs <bgsound src="seasidetown.mid" loop=infinite>

Griggs
Wild Elf Male
Rogue 1 / Sorceror 1 / Fighter 1

"Yar."
Strength10+0
Dexterity20+5
Constitution16+3
Intelligence14+2
Wisdom10+0
Charisma14+2
Hit Points22
Armor Class18
Base Attack+1
Fortitude Save+5
Reflex Save+7
Will Save+2

Feats
1st: Point Blank Shot
3rd: Exotic Weapon Proficiency- Dark Windmill Shuriken
Ftr1: Quickdraw
Skills (Total=Ranks+Ability+Miscellaneous)
Hide +10=5+5+0
Move Silently +10=5+5+0
Bluff +7=5+2+0
Tumble +9=4+5+0
Spot +6=4+0+2
Search +8=4+2+2
Disable Device +4=2+2+0
Jump +4=4+0+0
Listen +6=4+0+2
Balance +9=4+5+0
Open Lock +7=2+5+0
Concentration +8=5+3+0
Abilities
Immune to Sleep
+2 vs. Enchantments
Low-Light Vision
Sneak Attack +1d6
Trapfinding

Spells

Sorceror 1 (Close 25ft; Medium 110ft; Long 440)
5 Cantrips
4 1st Level

Spells Known
Cantrips: Read Magic, Detect Magic, Ghost Sound, Mage Hand
1st Level: Spider Climb, Obscuring Mist


Possessions
8.7 GP, Dagger x12, Dark Windmill Shuriken, Leather Scale Armor, Thieves' Tools, 100ft Hemp Rope, Bag of Caltrops x2, 50ft Twine, Iron Hook x2.

Background
This spawn of the barbaric wild elves of the Westlands was a born survivor. As only a child of 23, fed up with the treacherous nomadic lifestyle of his magocratic tribe, he split from his rather ineffectual family and escaped into the wilderness. He was having a tough time of it, and one day he was on the run from a crazed boar, when a group of satys took pity on him, shooting the pig full of arrows and taking them into their colony for a while. It was several more years before he encountered his first human, a man who'd been bewitched by their magical pipes as he intruded upon the forest. When his fey patrons explained to him the nature of man, he was intrigued, and, taking his leave of the satyrs, set out to find the settlements of men. At last he came upon a human village, and wandered inside. Noting his elf ears, many of the men shot him nasty prejudicial looks, and he began to feel somewhat alienated. He then had the bad luck to be suspiciously close to the scene of a robbery. His elf eyes caught the true culprit, but he could do nothing before the man got away, and the villagers and guards who rushed to the scene seemed to think he was guilty. So, he did the only thing he could: he ran. But he didn't get far before the mob, driven by cries of "Thief! It's the elf! Get the elf!" surrounded him. But then he was witness to something he found quite extraordinary: the same man who had committed the robbery appeared from the shadows, brandishing the sack of coins he had taken, and declaring that he was the thief. He strode to the center of the mob and, quicker than the eye could see, had slipped a small sheet of parchment into the elf's pocket, then offered himself up for capture. Once the mob had dispersed, he read the parchment to find directions to a house, an invitation to stay there, and an apology. He gladly accepted, and later that afternoon, the thief appeared again, at the house, and offered up a daring escape story. He asked for the elf's name, but, as was the custom in his tribe, he was not to be given a name until he had earned it through great deeds. So the man decided to give him one as he saw fit: "Griggs I shall name you. You remind me of an old privateer I used to run with, and that was his name." Thus, the thief trained Griggs in the ways of survival. Many years later, after that man had grown old and died, he deemed himself ready to venture forth, meeting with two other elves, Magus the sorceror and Rynn the forester. And when they had need of a ship to cross the ocean, they took up with the dreaded dwarven candy pirate Garion. Alas, while sailing they were wrecked and washed ashore in a strage land, where they had been killed and had their brains transplanted into the most peculiar and hideous flesh golem bodies. Griggs is certainly worried about his survival this time around. He is currently 114.

Personality
Although Griggs was trained by a thief, he is not one himself, and refuses to steal the property of innocent creatures (of course, the wealth of slain villains and fiends is fair game). He is courteous to women, even to the point of making their men jealous (particularly in the case of Magus). As the apprentice to one of the region's foremost rogues, he can get along very well in bars, taverns, and other such typical social situations, although he tends to be somewhat loud and audacious when it comes to questions of his identity. Griggs has never forgotten the tales he was told of his namesake, and since meeting Garion he has taken interest in the pirating lifestyle. His fighting style is 100% ranged, if he can help it. He specializes in keeping safe distances from his foes, maneuvering into position, and striking from the shadows. Griggs even goes so far as to study magical techniques to stick to walls and ceilings, just to stay away from his enemies. As he believes, "The safest ogre to fight is the one who can't reach you."

4000/6000

Music is Seaside Town from Super Mario RPG by Yoko Shimomura.
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