Drinking & Dragons

ROR:PC/Israa-Old: Difference between revisions

From Drinking and Dragons
>Mqs
level 5: hd, feat, sneak, skills
>Mqs
amulet of natural
Line 47: Line 47:


=== Defense ===
=== Defense ===
* '''Armor:''' 2, '''Shield:''' 0, '''DEX:''' 5, '''Natural:''' 0, '''Deflection:''' 0, '''Dodge:''' 1, '''Size:''' 0
* '''Armor:''' 2, '''Shield:''' 0, '''DEX:''' 5, '''Natural:''' 1, '''Deflection:''' 0, '''Dodge:''' 1, '''Size:''' 0
* '''Armor Class:''' 18             {{Detail|(10, DEX 5, Size, Armor 2, Shield, Natural, Deflection, Dodge 1)}}
* '''Armor Class:''' 19             {{Detail|(10, DEX 5, Size, Armor 2, Shield, Natural, Deflection, Dodge 1)}}
* '''Touch:''' 16                  {{Detail|(10, DEX 5, Size, Deflection, Dodge 1)}}
* '''Touch:''' 16                  {{Detail|(10, DEX 5, Size, Deflection, Dodge 1)}}
* '''Flat-footed:''' 12             {{Detail|(10, Size, Armor 2, Shield, Natural, Deflection)}}
* '''Flat-footed:''' 13             {{Detail|(10, Size, Armor 2, Shield, Natural, Deflection)}}
* '''Combat Maneuver Defense:''' 20 {{Detail|(10, BAB 3, STR 2, DEX 5, Size)}}
* '''Combat Maneuver Defense:''' 20 {{Detail|(10, BAB 3, STR 2, DEX 5, Size)}}
* +1 AC vs light blades {{Detail|(ROG/3)}}
* +1 AC vs light blades {{Detail|(ROG/3)}}

Revision as of 19:52, 17 July 2015



Overview

Isra'a Chaotic Good Half-Elf Knife-Master Rogue

  • Senses: Low-light vision
  • Languages: Common, Elven, Undercommon
  • Movement: 30'
  • Str: 14 (2), Dex: 20 (5), Con: 15 (2), Int: 13 (1), Wis: 5 (-3), Cha: 12 (1)

Combat

  • Space/Reach: 5/5 (Medium)
  • Initiative: +5 (DEX 5)
  • Hit Dice: 5d8
  • Hit Points: 47 +1d4

Defense

  • Armor: 2, Shield: 0, DEX: 5, Natural: 1, Deflection: 0, Dodge: 1, Size: 0
  • Armor Class: 19 (10, DEX 5, Size, Armor 2, Shield, Natural, Deflection, Dodge 1)
  • Touch: 16 (10, DEX 5, Size, Deflection, Dodge 1)
  • Flat-footed: 13 (10, Size, Armor 2, Shield, Natural, Deflection)
  • Combat Maneuver Defense: 20 (10, BAB 3, STR 2, DEX 5, Size)
  • +1 AC vs light blades (ROG/3)
Saving Throws
  • Fort: +4 (Base 1, CON 2, Resistance 1)
  • Refl: +10 (Base 4, DEX 5, Resistance 1)
  • Will: +1 (Base 1, WIS -3, Resistance 1, Dual Minded 2)
  • +2 racial vs enchantment
  • Evasion

Offense

  • Base Attack Bonus: +3
  • Combat Maneuver Bonus: +5 (BAB 3, STR 2, Size)
  • Melee Attack: +5 (BAB 3, STR 2, Size)
  • Finesse Attack: +8 (BAB 3, STR 5, Size)
  • Ranged Attack: +8 (BAB 3, DEX 5, Size)

Routines

Sneak Attack
  • 3d8: dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger
  • 3d4: all other weapons
Single Attack
  • +10 kukri 1d4+2
Full Attack
  • +8/+8 kukris 1d4+2

Skills

  • Armor Check Penalty: -0
Skill Total Class Stat Ranks ACP Misc
Acrobatics +13 DEX 5 5
Appraise +5 INT 1 1
Bluff +5 CHA 1 1
Climb +6 STR 2 1
Diplomacy +5 CHA 1 1
Disable Device +14 DEX 5 5 +1 trait
Disguise +1 CHA 1
Escape Artist +13 DEX 5 5
Fly +5 DEX 5
Heal -3 WIS -3
Intimidate +1 CHA 1
Perception +7 WIS -3 5 +2 racial
Ride +5 DEX 5
Sense Motive +1 WIS -3 1
Sleight of Hand +13 DEX 5 5 +2 conceal light blade (ROG/2)
Spellcraft 4 INT 1 1 +2 recap
Stealth +13 DEX 5 5 Size
Survival -3 WIS -3
Swim +6 STR 2 1
Use Magic Device +9 CHA 1 5
Knowledge
Dungeoneering +5 INT 1 1
Local +5 INT 1 1
Trade
Craft +1 INT 1
Perform +1 CHA 1
Perform (Dance) +7 CHA 1 1 +2 recap

Spellcasting

Rope 3/day
n/a (Would be DC 11 10+Int)

Traits

Trap Finder (Campaign, People of the Sands)
Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.
Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Heirloom Weapon (Equipment, Adventurer's Armory)
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
Benefit: When you select this trait, choose one of the following benefits:
proficiency with that specific weapon
Note: You pay the standard gp cost for the weapon.
Modified: No item gained, just proficiency in "kama".

Race - Half-Elf

+2 to One Ability Score
Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium
Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed
Half-elves have a base speed of 30 feet.
Low-Light Vision
Half-elves can see twice as far as humans in conditions of dim light.
Adaptability
Replaced by Dual Minded.
Elf Blood
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses
Half-elves receive a +2 racial bonus on Perception checks.
Multitalented
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages
Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Dual Minded
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Class - Rogue

Class Skills
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
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.
Sneak Attack
Modified by Knife Master Sneak Stab.
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Current level: 2d6
Trapfinding
Replaced by Knife Master Hidden Blade.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Finesse Rogue
A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Weapon Training
A rogue that selects this talent gains Weapon Focus as a bonus feat.
Minor Magic (Sp)
Prerequisite: Intelligence 10. Benefit: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.
Chapter 1 recap. 0-level spell "Rope".
Trap Sense (Ex)
Replaced by Knife Master Blade Sense.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Knife Master

Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Blade Sense (Ex)
At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Feats

Dodge (Combat)
1st level
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Two-Weapon Fighting (Combat)
3rd level
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Weapon Finesse (Combat)
Rogue 2 Rogue talent Finesse rogue
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Weapon Focus (Combat)
Rogue 4 Rogue talent Weapon training
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
The Warchanter Made Me Do It
Chapter 1 reward
You have been joked upon by the goblins one too many times.
Benefit: You get a +2 bonus on all Spellcraft checks and Perform (Dance) checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Shadow Strike (Combat)
5th level
You accurately strike even those you cannot clearly see.
Prerequisite: Base attack bonus +1.
Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Description

  • Favored Class: Rogue + ???
  • Deity: Calistria
  • Homeland:
  • Gender: Male
  • Handedness:
  • Age (Category):
  • Height/Weight:
  • Skin/Eyes:
  • Hair/Style/Facial: