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User:Askewnotion/PCs/Corrin of Luminance

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Revision as of 16:40, 24 December 2009 by >Askewnotion (→‎Racial Traits)


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Rogue 1 (ECL 3)
Race:Human (Half Celstial)
Alignment: LG | Size: M
Patron Deity:
Abilities Assumes 31 point buy
Str 19 +4 | Dex 16 +3 | Con 18 +4 | Int 14 +2 | Wis 13 +1 | Cha 18 +4
Abilities Daryl 24+3d4
Str 12+1d4 | Dex 14+1d4 | Con 12+1d4 | Int 10 | Wis 10 | Cha 14

Defense

AC: 14 / Touch: 13, Flatfooted: 11
(+3 Dex, +1 Natural)

DR / 5 magic

SR 11

HP: 10 / HD: 1d6+4

Initiative: +3 / Speed: 30' land, 60' glide (good)

Fort: 4 / Reflex: 5 / Will: 1
+4 vs Poison
Immune to Disease

Attacks

  • Unarmed +4 / 1d3+4 / 20x2 / b
  • Touch +4 / Ranged Touch +3

Space/Reach: 5 ft./5 ft. Base Attack: +0

Feats

  • Human: Two Weapon Fighting (PHB, p102)
    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.
  • 1st: Oversize Two Weapon Fighting (CA, p111)
    When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand (see page 160 of the Player’s Handbook).

Skills

Languages: Celestial, Common, Draconic

Special Abilities

Racial Traits

  • Glide (Ex): See here for more detials.
  • Smite Evil (Su): Once per day may smite evil, dealing 1 extra damage.
  • Spell-like Abilities (Sp): CL 1, DC 15
Protection from Evil 3/day
Bless
  • Darkvision (Ex): 60'
  • Immunity to Disease
  • DR / 5 Magic
  • SR 11
  • +4 vs Poison

Rogue

  • Sneak Attack +1d6: 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. Basically, the rogue’s attack deals extra damage any time 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.
  • Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.