Otto

Sneaky with or without pants...especially without

Description:

Magical items owned:
acrobat boots (lvl 2),
duelist’s dagger +1 (lvl 3), laughing death leather armor +2 (lvl 9), evil eye fetish +2 (lvl 8), inescapable dagger +2 (lvl 8), diadem of acuity (lvl 8), gloves of storing (lvl 9)

Magic item wishlist:

Goggles of Night Level 14
This eyewear provides you with darkvision.
Item Slot: Head 21,000 gp
Property: Gain darkvision.

Wallwalkers Level 10
These supple spidersilk boots give you the mobility of an arachnid,
if only for a brief time.
Item Slot: Feet 5,000 gp
Property: If you begin your turn standing on a horizontal
surface, you can walk on walls as if they were horizontal
surfaces. If you are not on a horizontal surface sufficient to
bear your weight at the end of your move, you fall to the
ground, taking damage accordingly.
Power (Daily): Minor Action. Walk on walls as if they were
horizontal surfaces until the end of the encounter.

Breaching Armor Level 3+
Walls are no obstacle for you while wearing this armor.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Armor: Any
Enhancement: AC
Power (Daily ✦ Teleportation): Move Action. Use this
power when you are adjacent to a wall to teleport to the
other side of the wall. This teleport does not require line
of sight and moves you no more than 3 squares (allowing
you to teleport past a wall no more than 2 squares thick).
If you attempt to teleport into an occupied square, you
go nowhere; your move action is not spent, but the daily
power is expended.

Chameleon Ring Level 16
This lizard skin band is barely visible against your skin and
makes you equally hard to discern.
Item Slot: Ring 45,000 gp
Property: Gain a +2 item bonus to Stealth checks. Gain a +4
item bonus instead if you have not moved since the start of
your last turn.
Power (Daily): Minor Action. You do not require cover or
concealment to make Stealth checks until the end of
your next turn.
If you’ve reached at least one milestone today, this power
lasts until the end of the encounter.

Exodus Knife Level 12
This insubstantial silver blade appears to cut through solid
walls.
Wondrous Item 13,000 gp
Power (Daily): Standard Action. When you use the exodus
knife to trace a doorway onto a solid object, it opens a
portal into an empty extradimensional space 4 squares
wide, 4 squares high, and 4 squares long.
While the door is open, anyone can enter, see into, or
affect the extradimensional space. Only creatures inside
the space can open or close the door (a minor action).
Once closed, the door becomes invisible to anyone outside
the extradimensional space. Creatures on the inside
of the closed door can see out, but those outside can’t
see in. Creatures on one side of the closed door cannot
affect creatures on the other side.
The extradimensional space lasts for 8 hours. Any
creatures still in the space when the effect ends reappear
in the closest unoccupied squares outside the door.

Flying Hook Level 15
This grappling hook flies through the air and can latch onto
almost anything.
Wondrous Item 25,000 gp
Power (At-Will): Minor Action. You command the flying
hook to fly 10 squares (up to a maximum distance of 20
squares from you) and magically latch onto the surface
of any unattended object in your line of sight. Once
secured, the flying hook extends a thin rope back to your
hands. The rope can be climbed with an Athletics check,
or it can be used to pull the object toward you with a
Strength check. The hook and rope can support up to
3,000 pounds before the hook detaches from the surface.
The rope cannot be tied or knotted in any way, nor can it
be used to attack or affect a creature.
Power (At-Will): Minor Action. On your command, the
hook detaches from a surface and returns to your hand.
This causes the rope to retract.

Skeleton Key Level 10
This ornate ivory key opens locks with ease.
Wondrous Item 5,000 gp
Power (Daily): Standard Action. When you touch the
key to a locked door, chest, gate, or other object, make
a Thievery check with a +20 bonus against the DC
required to open the lock.

Yep, those would be nice.

defenses – AC=25, FORT=22, REF=26, WILL=21

acrobatics=17
arcana=5
athletics=14
bluff=13
diplomacy=8
dungeoneering=8
endurance=7
heal=8
history=5
insight=10
intimidation=8
nature=8
perception=15
religion=5
stealth=16
streetwise=13
thievery=16

diety=none

age=23 height=5’5" weight=215 cup=48C

Bio:

This deceptively rotund rogue was born (at some point) and left to fend for himself on the mean streets of Morgad. He quickly learned that survival meant lying, cheating and stealing if necessary. Unfortunately, he was never very good at lying, but the cheating and stealing he got down pretty well – well enough to live anyhow. He soon enough got tired of working hard to fill his belly (and with a belly like his, it takes a bit of work) so he set out to sea with his sidekick Mungus to make his fortunes. There he finds that there are plenty of suckers who can be tricked into doing his work for him, at least until the ship was eaten by an aboleth. Since then, it’s been nothing but running around trying not to be killed, saving other people’s skins and not spending anywhere near enough time drinking and laying about.

Otto

Smugglers of Kristophan Otto