Difference between revisions of "User:Wizardoest/PCs/Silas Killingsworth"
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* Bane (Human): +2 and +2d6 dmg | * Bane (Human): +2 and +2d6 dmg | ||
* Dueling: +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder. | * Dueling: +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder. | ||
'''Ranged:''' | '''Ranged:''' Shortbow +16/11 (1d4-1 / 20×3 / 60') <br/> | ||
'''Ranged:''' Wand of Scorching Ray +16 (4d6 fire / 20×2 / 30') <br/> | '''Ranged:''' Wand of Scorching Ray +16 (4d6 fire / 20×2 / 30') <br/> | ||
'''Special''' +7d6 sneak attack<br/> | '''Special''' +7d6 sneak attack<br/> | ||
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* Climb +10 | * Climb +10 | ||
* Swim +7 | * Swim +7 | ||
* Knowledge (local) +17 | * Knowledge (local) +17 | ||
* Disguise +15 (+25 with Hat) | |||
'''Languages''' Common, Halfling, Elven, Dwarven, Goblin | '''Languages''' Common, Halfling, Elven, Dwarven, Goblin | ||
<hr> | <hr> | ||
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: Scorching Ray | : Scorching Ray | ||
: Greater Invisibility (4 rounds) | : Greater Invisibility (4 rounds) | ||
;Hat of Disguise | |||
<hr> | <hr> | ||
;Reactionary (Trait) | ;Reactionary (Trait) |
Revision as of 06:27, 17 July 2011
Silas Killingsworth
Rogue 13
CN Small Halfling
Faction Qadira
Init +9 (+13 with sword);
AC: 27; Touch: 21; Flat-footed: 20
(+1 size; +7 dex; +6 mithral chain shirt [improved shadow]; +3 ring of protection)
HP: 81 (13d8+13[favored class])
Fort: +8, Ref +12, Will +8
Special +2 vs fear
Speed: 30' (Boots of Springing & Striding)
Melee: [+2] Shortsword +20/15 (1d4+1 / 19×2)
Melee: [+2] Shortsword +18/13 & +18/13 (1d4+1 / 19×2)
- Bane (Human): +2 and +2d6 dmg
- Dueling: +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.
Ranged: Shortbow +16/11 (1d4-1 / 20×3 / 60')
Ranged: Wand of Scorching Ray +16 (4d6 fire / 20×2 / 30')
Special +7d6 sneak attack
Space: 5'; Reach: 5'; BAB: +9/4;
Combat Maneuver Bonus: +8 Combat Maneuver Defense: 28
Abilities Str 9, Dex 24 (20), Con 10, Int 16, Wis 10, Cha 12
Feats 1: Two Weapon Fighting; 3: Combat Expertise (-3 att, +3 dodge AC); 5: Improved Feint; 7: Defensive Combat Training; 8R: Weapon Focus (Short Sword); 11: SF (UMD); 13: Combat Reflexes
Skills ACP -2
- Bluff +15
- Perception +13
- Stealth +28 (11 ranks, +3 trained, +4 size, +10 armor)
- Sleight of Hand +18
- Acrobatics +23
- Disable Device +21
- Diplomacy +15
- UMD +21
- Climb +10
- Swim +7
- Knowledge (local) +17
- Disguise +15 (+25 with Hat)
Languages Common, Halfling, Elven, Dwarven, Goblin
Items
- Potion
- Barkskin +4
- Waterbreathing
- Fly
- Fly
- CSW
- Wand
- Scorching Ray
- Greater Invisibility (4 rounds)
- Hat of Disguise
- Reactionary (Trait)
- You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
- Desert Shadow (Qadira Faction)
- You move with a quick and quiet grace, and your enemies are often taken unaware by your silent speed. When using the Stealth skill to move at full speed, you no longer suffer a –5 penalty on your Stealth skill check.
- Weapon and Armor Proficiency
- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
- Trapfinding
- A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.