Name:  Aria  (http://fc08.deviantart.net/fs47/i/2009/219/f/c/Nelisande_by_acidlullaby.jpg)<br/>Class: Rogue / Swashbuckler<br/>Bio: Daughter to retired adventurers who'd more or less bought their way into polite Luskan society using the treasures, skills, and reputations gleaned from their exploits, Aria grew to found herself nudged towards high learning. Her parents, it seems, hoped for a safer life for their daughter, and to their dismay her favorite subject seemed to be her fencing practice nonetheless. At least, unlike most of her friends' parents, her own seemed amenable to the idea of a daughter learning such things at all, perhaps because their careers had shown them what a dangerous place the world could be.<br/><br/>These teenage tensions boiled over into Aria learning how to sneak out and about at night, and she got herself into tatters of trouble, and eventually one scrap she'd not have survived from herself. Rescued from petty thugs of a Luskan pirate lord by a priestess of the Red Knight, Aria ventured out to visit her savior's temple on subsequent nights. She never lost her disobedient urge, but perhaps channeled it with more purpose.<br/><br/>She found companionship and learning of the sorts she'd longed for, which proved a bulwark against a dark part of her own nature: she discovered through the aggravating throes of puberty, and leafing about in her family heraldry, that one of her great-grandmothers just might've been an erinyes devil. This shared revelation renewed her priestess benefactor's attentions and concerns. So far, Aria has maintained a far loftier heart than her infamous ancestor's. The blood may've even contributed a disciplined and logical bent of mind which serves well one who would revere the Lady of Strategy.<br/><br/>Physical description: 5'4", 110 lbs, red hair, hazel eyes, 22' waist, 34C bust.<br/><br/>With hair to her shoulderblades (often braided), Aria's fire-colored orange-red hair and bright hazel mights are hallmarks of the viking heritage of her ancestors (for Icewind Dale is just north of her home city of Luskan). Aria's fine-featured, aristocratic face is given to expressions of analytical thoughtfulness, scrutiny, or bold assertive desire.<br/><br/>She has the nimble and lithe body of a trained acrobat, able to assume many positions and maneuvers with confident poise. This same training, and natural genetics, confer a firmness  across almost all her body; her skin seems soft and supple at first, but just underneath, is quite firm.<br/><br/>Her hips are fairly narrow, perhaps not quite and curvaceous as full as she might ideally like, but her high round and ample bosom perhaps makes up for it, although she often keeps that bound securely with a cloth band under her outfit, for practical movement purposes when running, tumbling, or fighting. Her skin is an ivory-peach color, and can grow quite warm when she is in adrenal or emotional states, and assume the faintest of spicy cinnamon aromas.<br/><br/>As far as Aria knows, the only externally visible heirloom of her erinyes great-grandmother is a prehensile tail, hairless but with a much firmer texture even than the well-toned buttocks she usually keeps it hidden amidst under panties and hosiery. The tail's tip has a telltale-devilish spade-shape, which is even firmer still, yet which Aria can curl and twist inward with about the same dexterity as her own tongue. Aria usually keeps her tail hidden and unmentioned as much as possible, mindful of the potential for ostracization. She thinks her teeth might be slightly sharper and harder than average human, but not so much so that it's clearly inhuman (and she's always had good dentistry, possibly with this to thank it for).<br/><br/>Aria, lesser tiefling, rogue 9 swashbuckler 19<br/>Medium Humanoid (planetouched)<br/>Hit Dice: 9d6+19d10+196 (334 hp; 242 w/o amulet)<br/>Initiative: +23 (14 dex, 2 competence, 5 insight, 2 untyped)<br/>Speed: 30 ft., flying 60 ft. (good)<br/>Armor Class: 53 (+12 Dex, +9 armor, +5 deflection, +5 natural, +4 insight, +4 luck, +4 sacred), touch 39, flat-footed 41<br/>Base Attack/Grapple: +23/+27<br/>Attack: +1 kukri +38 melee (1d4+14/15-20), or +1 seeking force comp. longbow +40 ranged (1d8+6/x3) or mw light hammer +38 melee or ranged (1d4+13) or +1 javelin +38 ranged (1d6+5)<br/>Full Attack: +1 kukri +36/+31/+26/+21 melee (1d4+14/15-20) and +1 kukri +36/+31/+26/+21 melee (1d4+12/15-20); or +1 seeking force comp. longbow +40/+35/+30/+25 ranged (1d8+6/x3)<br/>Space/Reach: 5 ft./5 ft.<br/>Special Attacks: improved flanking, insightful strike, darkness 1/day, penetrating strike, sneak attack 14d6 (14d8 vs evil), weakening critical, wounding critical<br/>Special Qualities: acrobatic charge, acrobatic skill mastery, darkvision 60', dodge +5, evasion, grace +3, lucky, improved uncanny dodge, resistances (cold, elec, fire 5), slippery mind, trapfinding, uncanny dodge<br/>Saves: Fort +19 (39), Reflex +27 (47), Will +9 (26) (24 vs fear) [include 5 resistance, 4 insight, luck, sacred]<br/>Abilities: Str 18, Dex 32 (38), Con 18 (24), Int 22 (28), Wis 8, Cha 8 [point buy 14 18 14 16 8 10; racial mods 0 2 0 2 0 -2; level ups 0 7 0 0 0 0; inherent bonuses 4 4 5 4 0 0]<br/>Skills: Balance +18 (21), Bluff +30, Decipher Script +11 (+14), Diplomacy +28, Disable Device +10 (13), Disguise +3 (+5 acting in character), Escape Artist +40 (43), Forgery +10 (13), Gather Information +5, Hide +39 (42), Intimidate +1, Jump +11 (20), Knowledge (local) +11 (14), Listen +3, Move Silently +37 (40), Open Lock +15 (20), Search +31 (34), Sense Motive +28, Sleight of Hand +15 (18), Spot +30 (35), Swim +19, Tumble +42 (45), Use Magic Device +15 (20), Use Rope +11 (14) (+16 to bind someone)<br/>Skill Ranks: Balance 5, Bluff 29, Decipher Script 5, Diplomacy 27, Disable Device 4, Disguise 4, Escape Artist 29, Forgery 4, Gather Information 4, Hide 26, Jump 5, Knowledge (local) 5, Listen 4, Move Silently 26, Open Lock 4, Search 31, Sense Motive 29, Sleight of Hand 4, Spot 31, Swim 15, Tumble 29, Use Magic Device 16, skill tricks 22<br/>(Synergies: diplomacy, disguise, gather info, sleight of hand from bluff; use magic device on scrolls from decipher script, gather info from k(local); balance and jump from tumble; tumble from jump. Racial: +2 bluff and hide.)<br/>Feats: Craven, Daring Outlaw, Darkstalker, Greater Two-Weapon Fighting, Improved Critical (kukri) (F), Sacred Strike, Staggering Strike, Improved Two-Weapon Fighting (B), Telling Blow (F), Two-Weapon Fighting, Weapon Finesse (B)<br/>Epic Feats: Dextrous Will, Perfect Two-Weapon Fighting, Trap Sense<br/>Alignment: Lawful Good<br/>Deity: The Red Knight ("The Lady of Strategy"; LN goddess of planning, strategy, and military tactics)<br/>Flaws: Cold-Blooded (auto-fail saves vs environmental heat), Cowardly (auto-fail saves vs fear; immunity from another source instead allows a save as normal)<br/>Languages: Celestial, Common, Draconic, Elven, Infernal, Sylvan<br/>Permanencies: arcane sight, comprehend languages, read magic, see invisibility, tongues (CL 30th).<br/><br/>Acrobatic Charge (Ex): can charge over difficult terrain that would normally prevent doing so (may still need to make certain skill checks, such as Balance or Tumble).<br/>Craven (Ex): add character level to sneak attack damage.<br/>Darkstalker (Ex): can hide from foes with special sensory abilities such as blindsense, blindsight, scent, and tremorsense; can flank foes with all-around vision.<br/>Dodge (Ex): during any action, may designate a foe, against whose melee attacks she gains a +5 dodge bonus.<br/>Improved Flanking (Ex): gains a +4 attack bonus when flanking, rather than the usual +2.<br/>Insightful Strike (Ex): add Int mod to damage with light and finessable weapons.<br/>Improved Flanking (Ex): gains a +4 attack bonus when flanking, instead of the usual +2.<br/>Lucky (Ex): Once per day, may reroll any failed attack roll, skill check, ability check, or saving throw. Must take the result of the reroll, even if it’s worse than the original roll.<br/>Penetrating Strike (Ex): Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their Dexterity bonus to AC or flat-footed but not flanked.<br/>Sacred Strike (Su): sneak attacks deal d8s instead of d6s to evil creatures and overcome DR as a good-aligned weapon.<br/>Slippery Mind (Ex): if the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.<br/>Staggering Strike (Ex): targets of sneak attacks must take a Fort save (DC equals damage dealt) or be staggered for 1 round.<br/>Telling Blow (Ex): add sneak attack damage to critical hits (if not already sneak attacks).<br/>Weakening Critical (Ex): critical hits deal 2 Str damage.<br/>Wounding Critical (Ex): critical hits deal 2 Con damage.<br/><br/><span class="bbc_u">Possessions:</span><br/>adamantine +1 enfeebling valorous wounding kukri of subtlety (101,008 gp)<br/>cold iron +1 enfeebling valorous wounding kukri of subtlety (100,316 gp)<br/>[Enfeebling: 1d6+2 Str damage on a crit; SR applies at CL 5th (BoED). Valorous: double damage on a charge (UE; note that extra dice, such as sneak attack dice, are not doubled, only static modifiers and weapon base damage die.]<br/>+1 kukri (2,308 gp)<br/>+1 seeking force comp longbow (Str +4) (8800 gp)<br/>+1 keen quick-loading great crossbow (exotic ranged, 2d8/15-20, 120' range increment) with gnomish crossbow sight (18450 gp)<br/>4 weapon crystal of least return, usually affixed to above weapons (4x1000 gp)<br/>1 mw sap (301 gp) and 12 mw hammers (12x301 gp) with 16 weapon crystals of least return attached or spare (16x300 gp)<br/><br/>armor: +5 nimble blurring celestial chain shirt: this silvery-green armor is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +12, an armor check penalty of 0, and an arcane spell failure chance of 5%. It is considered light armor, and weighs 10 pounds (21,200 gp). It also has the called property (2000 gp). Blurring armor can, as a swift action, be activated to confer a Blur effect for 10 minutes. With crystal of adaptation, lesser: wearer protected from extreme temperatures as by an Endure Elements spell, and from planar alignment traits (1500 gp)<br/><br/>amulet: of health +6 (36,000 gp) and natural armor +5 (50,000 gp) and sacred +4 AC / +4 saves (88,000 gp) and adaptation (13,500 gp)<br/><br/>vest: of resistance +5 (25,000 gp) and insight +4 AC / +4 saves (88,000 gp)<br/><br/>belt: of battle and healing: +2 competence bonus to Initiative as a continuous effect. Also has three charges, renewed each day at dawn, which may be used to grant extra actions (1 charge for a move action, 2 for a standard action, and 3 for a full round action). (12,000 gp). Has a second pool of three charges which may be used to heal the wearer (2d8 for 1 charge, 3d8 for 2, 4d8 for 3) (1125 gp)<br/><br/>bracers: of deathstrike, murder, striking, and greater archery:<br/>When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to constructs, elementals, oozes, plants, and undead as if they were not immune to such extra damage. You must still roll a critical threat and confirm it as a critical hit or qualify to deliver sneak attack damage to gain any benefit from the bracers. This effect does not allow you to overcome any other immunity or resistance to extra damage from sneak attacks or critical hits (such as the fortification armor property). This effect lasts for 1 round and may be activated (swift action, mental) six times per day. (10,000 gp x 1.5).<br/>Bracers of striking: the wearer is considered armed even when unarmed [similar to the Improved Unarmed Strike feat], and enhancement bonuses may be added as to a normal weapon to enhance the wearer's unarmed attacks. Aria's are enhanced as a +1 warning eager weapon, conferring a +5 insight bonus on initiative checks, a +2 typenessbonus on initiative checks, and a +2 damage bonus vs flat-footed foes. (19310)<br/>Bracers of Murder: these bracers grant a +2 sacred bonus on attack rolls and damage rolls against flat-footed targets. When making a sneak attack or sudden strike, reroll any result of 1 on the dice. (12,000 gp; reversed profane to sacred, and dropped death attack bonus). Greater bracers of archery: +2 competence to attack rolls and +1 to damage with bows and crossbows (25,000 gp).<br/><br/>gloves of dexterity, extended range, throwing, endless javelins, and the balanced hand. These supple deerskin gloves confer a +6 enhancement bonus to dexterity (36000 gp), a +5 competence bonus to Use Magic Device checks (3750 gp). Whenever you throw a weapon or other object, gauntlets of extended range give the weapon a telekinetif push, doubling its range increement (3,000 gp). When you actviate gaunetls of throwing (command word, swift, up to 3/day), you grant any one melee weapon you hold the throwing and returning properties for 1 round (3,000 gp). Gloves of the balanced hand confer the Two-Weapon Fighting feat or, if already possessed, the Improved Two-Weapon Fighting feat (12,000 gp). Gloves of endless javelins: when you activate these gloves, a +1 javelin made of pure force appears in your hand. A javelin created by the gloves lasts until you resolve an attack with it or until the end of your turn, whichever comes first. (1.5 x 7000 gp).<br/><br/>These gloves also confer use of the following spells:<em>bless weapon</em>(CL 1st, 5/day) (1,800 gp),<em>golem strike</em>(CL 1st, 5/day) (1,800 gp),<em>grave strike</em>(CL 1st, 5/day) (1,800 gp),<em>legion of sentinels</em>(1/day, CL 5th) (5,240 gp),<em>lion's charge</em>(CL 3rd, 5/day) (10,800 gp),<em>no light</em>(CL 1st, 5/day) (900 gp),<em>sniper's shot</em>(CL 1st, 20/day) (7,200 gp),<em>vine strike</em>(CL 1st, 5/day) (1,800 gp), and<em>wings of cover</em>(5/day, CL 3rd) (10,800 gp).<br/><br/>ring: blinking (27,000 gp x 1.5) and spell turning (98,280 gp)<br/><br/>ring: of protection +5 (50,000 gp) and luck +4 ac / +4 saves (88,000 gp) and disguise (as hat of disguise; 2700) and the darkhidden (wearer is invisible to darkvision) (3,000) and feather falling (3,300 gp) and freedom of movement (1.5 x 40,000 gp)<br/><br/>cloak: wings of flying (54,000 gp) and minor displacement (1.5 x 24,000 gp)<br/><br/>boots: boots of speed (as free action, haste self for 1 round, 20/day) (24,000 gp) with quicksilver (ten times per day per day, move up to normal speed as a swift action, with concealment against any attacks of opportunity provoked by the movement) (1.5x5x1400 gp) and translocation (twice per day, teleport up to 10' as a swift action) (1.5 x 3500 gp) and agile leaping (1.5 x 900 gp). Whil wearing boots of agile leaping, you can add your Dex modifier (instead of Str) on Jump checks. If you have 5 ranks in Balance, you can stand up from prone as a swift action that does not provoke AoOs.<br/><br/>head: headband of intellect +6<br/><br/>face: eyes of charming (56,000 gp) with<em>raptoran mask</em>effect (+5 untyped bonus to Spot; immune to dazzling and blindness) (1.5 x 3500 gp)<br/>or blindfold of true darkness: this blindfold confers blindsight 30' and immunity to gaze attacks when worn, but the wearer is otherwise completely blind. (9,000 gp)<br/><br/>ruby chessknight on a leather neck cord: a holy symbol of the Red Knight, this object would serve as Aria's divine focus if she had any direct use for one (such as divine spells or turning undead); such as it is, the object, when held in hand, may be used to cast<em>mind blank</em>(CL 15th) once per day. Aria usually casts it upon herself upon waking in the morning. (43,200 gp)<br/><br/>topaz lion figurine: perhaps a representation of Nobanion, these object, when held in hand, may be used to cast<em>lion's charge, Persisted</em>(CL 15th) once per day. Aria usually casts it upon herself upon waking in the morning. (43,200 gp).<br/><br/>handy haversack (2000 gp)<br/><br/>efficient quiver (1800 gp) [might be redundant with haversack, but I believe you can't actually draw arrows or shuriken as a free action from the haversack?]<br/>Past consumed wand and staff charges for permancies (all CL 30th): arcane sight, permanency with 1500 xp, see invisibility, permanency with 1000 xp, read magic, permanency with 500 xp, comprehend languages, permanency with 500 xp, tongues, permanency with 1000 xp.<br/><br/>wands (w/ charges and sell prices): 2x lesser vigor 5 and 6 charges, delay poison (50 charges, 750), lesser restoration (42 charges), 2x identify (divine version, 50 charges, each 750)<br/><br/>Artificer's Monocle (Identify items by using artificer knowledge class feature, or detect magic with 5 ranks in Knowledge (arcana), and studying an item for 1 minute) [Aria uses DC 20 Use Magic Device checks to emulate the artificer class feature]<br/><br/>desert clothing (6 gp), 10 tanglefoot bags, 10 vials keepcool salve, 10 vials torch bug paste, 10 acid flasks, 10 flasks alchemists' fire<br/><br/>400 cold iron bolts, 400 arrows, 100 cold iron shuriken (140 gp)<br/>four wands of repair light wounds (3000 gp)<br/>50 sets of marbles (50x2 sp)<br/>50 dust-filled eggshell grenades  (50x10 gp)<br/>potion belt (1 gp) with 3 each of the above acid and alchemists' fire flasks<br/><br/>2 mw gnomish quickrazors, 2 hand crossbows, 2 cold iron kukris, 2 silver kukris, cold iron morningstar and greatsword, quiver with 400 cold iron arrows and 40 silver arrows, 12 throwing axes, 15 light hammers, 2 light flails, 2 saps, light crossbow, 40 bolts, 6 daggers, 100 shuriken, grappling hook and 100' of silk rope, thin bedroll and rain tarp, three tendays of rations, flint and tinder, 3 sunrods, two scout's outfits, one silk aristocratic gown, mw toolkits for disable device and open locks, map of northwestern Faerun, map of parts of Brightwater, canteen. The weapons are kept in the quiver, the other things in the haversack.<br/><br/>Fortunestone (15,000 gp)<br/>The possessor of this stone gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll.<br/><br/>Sun Blade (50,335 gp) w/ crystal of least return (300 gp)<br/><br/>Lunarhilt (60,315 gp) w/ crystal of least return<br/>This +1 alchemical silver dagger can be cast the following spells on command. 5/day - Faerie Fire, Light of Lunia, Moon Lust (CL 1st), 3/day - Moonblade (CL 5th); 2/day - Orb of Force (CL 7th); 1/day - Moonbow (CL 9th). When the Moonblade spell is used, the evocated moonblade extends from the dagger's hilt and subsumes the physical blade.<br/><br/>strand of prayer beads with healing, karma, and wind walk (75,800 gp)<br/><br/>bag of holding type iv (10,000 gp)<br/><br/>ring of telekinesis (75,000 gp)<br/><br/>also from Sharran theater/temple:<br/>item / sell price / quantity<br/>ring of disguise (1800)<br/>wand of lesser vigor 50c 375 4<br/><br/>liquid wealth: 112,268 gp<br/><br/>shared: one of a pair of speaking stones; one of a pair of reciprocal compasses; staff of gr. plane shift / gr. teleport (6 charges), 1 scroll of gr. teleport, and:<br/><br/>(item / sell price / quantity / sell price x quantitty)<br/>wand of remove fear, 7c 52.5 1<br/>wand of remove paralysis, 13c 585 1<br/>wand remove blindness/deafness, 20c 2250 1<br/>wand of remove curse, 42c 4725 1<br/>wand of remove disease, 8c 900 1<br/>wand of neutralize poison, 2c 225 1<br/>wand of water breathing, 2c 225 1<br/>wand of restoration, 28c 3380 1<br/><br/>lion gem (confers acid resistance 30)   44000   1   44000<br/>crab gem (cube of force)   31000   1   31000<br/>staff of illusion, 17c   11050   1   11050<br/>staff of life, 25c   38937.5   1   38937.5<br/>staff of passage, 13c   22165   1   22165<br/>ram gem (confers fire resistance 30)   44000   1   44000<br/>2 sets of dimensional shackles   14000   2   28000<br/>pearl of the sirines   7650   1   7650<br/>wand of cure light wounds, 5c   37.5   1   37.5<br/>wand of knock, 13c   585   1   585<br/>wand of neutralize poison, 21c   2362.5   1   2362.5<br/>wand of gr. invis, 20c   4200   1   4200<br/>wand of restoration, 16c   4160   1   4160<br/>staff of heal (2 charges) or bestow curse, 15c   8353.125   1   8353.125<br/><br/><br/>Skill tricks (2 skill points each):<br/><br/>1. Acrobatic Backstab [Movement] You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack. Prerequisite: Tumble 12 ranks. Benefit: If you succeed on a Tumble check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn. Your enemy must be standing on the ground or floor in order for you to use this trick.<br/><br/>2. Back on Your Feet [Movement] You can hop back to your feet instantly if you fall. Prerequisite: Tumble 12 ranks. Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity.<br/><br/>3. Easy Escape [Manipulation]<br/>You can slip free from the grasp of a larger enemy with ease.<br/>Prerequisite: Medium or smaller size, Escape Artist 8 ranks.<br/>Benefit: If your opponent is larger than Medium, you gain a circumstance bonus on your Escape Artist check to escape a grapple or pin. The size of the bonus depends on your opponent’s size, according to the following table. Large +4 Huge +8 Gargantuan +12 Colossal +16<br/><br/>4. Escape Attack [Movement]<br/>You can follow a successful escape with a swift attack.<br/>Prerequisite: Escape Artist 8 ranks.<br/>Benefit: When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this trick.<br/><br/>5. Extreme Leap [Movement]<br/>Your extraordinary leaping ability carries you over great distances.<br/>Prerequisite: Jump 5 ranks.<br/>Benefit: If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn.<br/><br/>6. Nimble Charge [Movement] You can run across treacherous surfaces with ease. Prerequisite: Balance 5 ranks. Benefit: You can run or charge across a difficult surface without needing to make a Balance check (PH 67).<br/><br/>7. Quick Escape [Manipulation] In the blink of an eye, you can escape nearly any tight spot. Prerequisite: Escape Artist 12 ranks. Benefit: This trick has two options, either of which can be used once per encounter. You can make an Escape Artist check to escape from a grapple or pin as a swift action. You can use this trick even if you have already used a standard action on your current turn to attempt the same escape. Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action. You can’t use this option more than once per day against the same kind of restraint.<br/><br/>8. Slipping Past [Movement] You can slip through a tight space without breaking stride. Prerequisite: Escape Artist 5 ranks, Tumble 5 ranks. Benefit: As a swift action, you can ignore the additional movement movement cost and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148). The benefit lasts until the start of your next turn.<br/><br/>9. Tumbling Crawl [Movement] You can safely roll away from danger. Prerequisite: Tumble 5 ranks. Benefit: By succeeding on a DC 15 Tumble check, you can crawl 5 feet as a move action without provoking attacks of opportunity. Crawling normally provokes attacks of opportunity from any attackers who threaten you at any point during your crawl (PH 142).<br/><br/>10. Twisted Charge [Movement] You can charge in a crooked line. Prerequisite: Balance 5 ranks, Tumble 5 ranks. Benefit: When you charge, you can make one turn of up to 90 degrees during your movement. You can’t move more than your speed as part of this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn.<br/><br/>11. Up the Hill [Movement] You can move quickly up a slope. Prerequisite: Balance 5 ranks, Jump 5 ranks. Benefit: You can move up a steep slope or stairs at your normal speed instead of at half speed. This effect lasts for 1 round.<br/><br/>Sources: Book of Exalted Deeds: Sacred Strike feat; Champions of Ruin - craven feat; Complete Adventurer - lion's charge spell, staggering strike feat; Complete Divine - lesser vigor spell; Complete Warrior- swashbuckler class; Complete Scoundrel - daring outlaw feat, torch bug paste, all skill tricks; PHBII - Telling Blow feat; Player's Guide to Faerun - lesser planetouched (LA +0 tiefling); Magic of Faerun: bracers of striking; Magic Item Compendium - anklet of translocation, belt of battle, bracers of deathstrike, quiversilver boots, ring of the darkhidden, warning enhancement, force enancement, all other non-SRD items; Sandstorm desert clothing, keepcool salve - Spell Compendium:  sniper's shot spell, SRD: rogue class, all other feats and items<br/><br/>Customized Items: kukri of subtlety - as 'sword of subtlety' except kukri instead of shortsword; celestial chain shirt - as Celestial Armor except +4, chain shirt instead of chainmail, and no 'fly' ability;  gloves - gloves of dex with competence skill bonus and command activation uses-per-day spell-like abilities; ruby chessknight - likewise