Clearly the party's leader, Valent is the most cunning, handsome, socially adept, underhanded, lyingest, cheatingest, and stealingest member of the group. Without him, everything falls apart.
Half-Elf Male, Chaotic Neutral
Size: Med, Age: 20 Ht: 5’7”, Wt: 143lb
Description: Green Eyes, Dark Hair/Goatee, Light Complexion, Slight of Build, “Sleazy yet Magnetic”
Name Score Modifier
Str 10 0
Dex 18 +4
Con 10 0
Int 16 +3
Wis 8 -1
Cha 22 +6
HP: 67 (maximum)
Armor +6, Dex +4, Deflection +5, Natural +3
Touch AC: 19
Flat-Footed AC: 24
Total Base Ability Magic
Fort 10 +5 +0 +5
Ref 13 +5 +3 +5
Will 18 +9 +4 +5
Bonuses: +2 vs. Enchantments/Poison, +5 vs. Petrify
Dex +3, Improved Initiative +4
Reroll with Lucky Start feat
Base Attack Bonus: 2
Grapple Modifier: 5 1d6+3 Instant Kill
Bullets (40) 50’ Range *Shocking Burst/Fire Burst
Decipher Script 3
Disable Device 18
Escape Artist 4
Gather Information 20
Knowledge, Arcana 8
Knowledge, Local 10
Knowledge, Linguistics 8
Move Silently 11
Open Lock 16
Sense Motive 10
Sleight of Hand 19
Use Magic Device 21/23
Use Rope 6
- Leadership (dmg106)
- Combat Casting (phb92), +4 to Concentration checks made to cast on the defensive, or while grappling or pinned.
- Initiative (phb96), +4 to Initiative checks.
- Lucky Start [Luck] (cs79), Expend one luck reroll to reroll initiative; gain one luck reroll per day.
- Force of Personality (adv109), Add Charisma modifier instead of Wisdom modifier to Will saves.
- Linguist (custom), +2 to Knowledge, Linguistics checks; Speak Language is a class skill.
- Silent Spell [Metamagic] (phb100), Cast spells without verbal components; use spell slot one level higher.
- Still Spell [Metamagic] (phb101), Cast spells without somatic components; use spell slot one level higher.
Skill Tricks (cs82)
- Conceal Spellcasting [Manipulation] (cs85), Sleight of Hand check opposed by Spot check; if successful, observers can’t tell that a spell is being cast and cannot make attacks of opportunity nor counter spell.
- Timely Misdirection [Interaction] (cs90), Succeed on Bluff check to feint in combat; opponent cannot make attacks of opportunity against me until the start of its next turn.
- Magical Appraisal [Mental] (cs87), Once/day; Succeed by 5+ on Spellcraft check to determine school of magic on an item (with detect magic), then spend 1 minute concentrating to learn its properties, as if casting identify.
- Group Fake Out [Interaction] (cs87), Bluff to feint in combat against multiple opponents; Make a single check opposed by separate Sense Motive checks from each opponent; each opponent after the first causes a cumulative -2 penalty to the Bluff check.
Immune to sleep
+2 on saves vs. enchantments
+1 on Listen, Search, Spot checks
+2 on Diplomacy, Gather Information checks
Resistance to Acid 5, Cold 5
+5 bonus to saves vs. petrification
+2 racial bonus to saves vs. poison
Tongues (Su): You have a chance to understand the basic message of a spoken language with a successful Knowledge, Linguistics check, which is also gained as a Class Skill. The DC ranges from 10 – 30 depending on the rarity of the language that is being deciphered.
Armored Mage (Ex): There is no chance of arcane spell failure spells when you restrict yourself to light armor.
Trapfinding: Use Search to find traps with DC’s higher than 20. Use Disable Device to disarm magic traps. May bypass traps without disarming, if Disable Device check succeeds by 10 or more.
Cloaked Casting (Ex): Gain a +2 to spell’s save DC and +2 to overcome spell resistance when targets would be denied a Dexterity bonus to AC (whether the target has a Dexterity bonus or not).
Surprise Casting (Ex): Use Bluff to feint in combat as a move action. Target loses Dex bonus to AC for the next melee attack or spell, if made on or before your next turn. You must remain in melee. Target can make attacks of opportunity if not otherwise hindered or if you cast defensively.
Advanced Learning (Ex): Add a new spell(s) to spell list; which must be sorcerer/wizard spell of enchantment or illusion school of any level that can already be cast or lower. This ability is gained at 3rd, 7th, 11th, 15th, and 19th level.
Equipment & Magic Items
3; weight 2lb; slashing; Can be used to make a trip attack; On a natural 20 and with a confirmed critical hit roll, sever opponents head (if any) from its’ body (dmg226).
+ 5 Pistols, “Scorch & Burn” ; damage 1D10+5+1d6 elec/fire; Shocking Burst & Fire Burst
Armor & Protective Items [Slot]
+2 Mithral Chain Shirt [Body]; +6 AC bonus; light armor; max Dex +6; check penalty 0; speed 30’; weight 10lb.
+5 Ring of Protection [Ring], Deflection.
+3 Amulet of Natural Armor [Neck], Natural.
Magic Items [Slot]
Inquisitor [Ring] (See Attachment for Description)
Ring of Evasion [Ring] (dmg232)
Hat of Disguise [Head] (dmg258) Disguise self at will.
Crystal Mask of Psychometry [Eyes]
Cloak of Resistance +3 [Shoulders] (dmg253)
Vest of Charisma +4 [Torso] Enhancement.
Belt of Constitution +2 [Waist] Enhancement.
Gloves of Dexterity +2 [Hands] Enhancement.
Bracers of Thievery [Arms] +3 competence bonus to Sleight of Hand, Open Locks, and Disable Device.
Boots, Winged [Feet] (dmg250) Fly 3 times per day.
Other Items & Consumables
Heward’s Handy Haversack (dmg259) 2 pockets hold 2 cubic feet/20 lbs; Main section holds 8 cubic feet/80 lbs; Move action to retrieve item; weight 5lb.
Iron Flask (dmg261) Capture Extraplanar creature once/day; DC 19 Will save; 60’ range; weight 1lb.
Wands: Fireball, 8th lvl (phb231), Charges: 46
Lightning Bolt, 5th lvl (phb248), Charges: 24
Arcane Mark, 0 lvl (phb201), Charges: 48
Cure Mod Wounds, 3rd lvl (phb216), Charges: 40
Magic Missile, 9th lvl (phb251), Charges: 48
Trans. Rock to Mud, 9th lvl (phb295), Charges: 23
Web, 3rd lvl (phb301), Charges: 40
Fly, 5th lvl (phb232), Charges: 11
Cure Serious Wounds (phb216) 3d8+5hp.
(3) Cure Moderate Wounds (phb216) 2d8+3hp.
Gaseous Form (phb234) Insubstantial; 10min.
Blur (phb206) Concealment, 20% miss chance; 3 min.
Elixir of Hiding (dmg255) +10 Hide; 1 hour.
Mundane Gear & Alchemical Items
Masterwork Thief’s Tools – 2lb (+2 Opn Lcks/Disbl Dvc)
Brooch of Tormith [H]
(50) Tindertwigs, Box [H]
50’ Silk Rope – 5lb [H]
Grappling Hook – 4lb [H]
Chain, 10’ – 2lb [H]
Caltrops – 2lb [H]
(3) Smokestick – 1.5lb [H]
(3) Sunrod – 3lb [H]
Tanglefoot Bag – 4lb [H]
Acid, Flask – 1lb [H]
(3) Alchemists Fire – 3lb [H]
(3) Oil, Pint Flask – 3lb [H]
(10) Iron Rations – 10lb [H]
Holy Water, Flask – 1lb [H]
Fishing Line, 100’ Spool – .5lb [H]
(20) Fishhooks [H]
(3) Small Bells [H]
Mirror, handheld [H]
Bedroll – 5lb [H]
Scroll Case, Paper (10) – .5lb [H]
Personal Effects, Kit – 1lb [H]
Coins, Gems, & other Valuables [H]
PP: 76 Gems: (4) 300gp Rubies
SP: 32 Weight: 3lb
Total Encumbrance: 23lb
Heward’s Handy Haversack: 49.5lb
Light Medium Heavy Lift Over Head Lift Off Ground Push or Drag
0-33lb 34-66lb 67-100lb 100lb 200lb 500lb
Spell Save (Charisma based), +6 DC Modifier
+2 Spell Save DC w/Cloaked Casting
+2 to overcome Spell Resistance w/Cloaked Casting
Save DC Level Per Day Bonus Spells
16 0 6 0
17 1st 6 2
18 2nd 6 2
19 3rd 6 1
20 4th 6 1
21 5th 6 1
22 6th 5 1
23 7th 3 -
- 8th 0 -
- 9th 0 -
Beguiler’s Spell List (PHB II, pg. 11)
0 Level: dancing lights, daze, detect magic, ghost sound, message, open/close, read magic.
1st Level: charm person, color spray, comprehend languages, detect secret doors, disguise self, distract assailant**, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse*, silent image, sleep, undetectable alignment, whelm*.
2nd Level: blinding color surge*, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand*, touch of idiocy, vertigo*, whelming burst*.
3rd Level: arcane sight, clairaudience/clairvoyance, crown of veils*, deep slumber, dispel magic, displacement, glibness, halt*, haste, hesitate, hold person, inevitable defeat*, invisibility sphere, legion of sentinels*, major image, nondetection, slow, suggestion, vertigo field*, zone of silence.
4th Level: charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image*, locate creature, mass whelm*, phantasmal killer, phantom battle*, rainbow pattern, solid fog.
5th Level: break enchantment, dominate person, feeblemind, friend to foe*, hold monster, incite riot*, mind fog, Rary’s telepathic bond, seeming, sending, swift etherealness*.
6th Level: greater dispel magic, mass suggestion, mislead, overwhelm*, repulsion, shadow walk, true seeing, veil.
7th Level: ethereal jaunt, greater arcane sight, mass hold person, mass invisibility, phase door, power word blind, project image, spell turning.
8th Level: demand, discern location, mind blank, moment of prescience, power word stun, scintillating pattern, screen.
9th Level: dominate monster, etherealness, foresight, mass hold monster, power word kill, time stop.
printed in Player’s Handbook II
*printed in Complete Adventurer