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User:Askewnotion/PCs/Durka

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Revision as of 11:44, 7 January 2009 by >Askewnotion

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Rogue 2 (ECL 4)
Race: Aquatic (UA) Shadow (LoM) Kobald (RotD + RotD we 1&2)
Alignment: N | Size: S
Patron Deity:
Abilities
Str 10 +1d4 -4| Dex 14 +1d4 +2| Con 14 +1d4 -2| Int 12 | Wis 12 | Cha 10

Defense

AC: ___ / Touch: ___, Flatfooted: ___
(+___ Dex, +1 natural, +1 Size)

HP: ___ / HD: 2d6+___

Initiative: +___ / Speed: 45' land, 60' swim

Fort: ___ / Reflex: ___ / Will: ___

Resist: Cold/7


Attacks

  • 2x Claw +___ / 1d3 / 20x2 / ps
  • Bite -___ / 1d3 / 20x2 / bps
  • Ranged +___ / XdX / 20x2 / X
  • Touch +___ / Ranged Touch +___

Space/Reach: 5 ft./5 ft. Base Attack: +1

Feats

  • 1st: Point Blank Shot (PHB, p98)
    +1 hit and damage if target is within 30 feet of a ranged attack.

Skills

  • Acrobatics +5 (5 ranks)
  • Animals
  • Athletics +5 (5 ranks)
  • Concentration
  • Craft [traps] +4 (2 rank; +2 race)
  • Deception +4 (4 ranks)
  • Diplomacy
  • Heal
  • Inspect +7 (5 ranks; +2 race)
  • Intimidate
  • Legerdemein +4 (4 ranks)
  • Linguistics
  • Mechanics +5 (5 ranks)
  • Notice +5 (5 ranks)
  • Perform
  • Profession [miner] +3 (1 ranks; +2 race)
  • Sense Motive
  • Spellcraft
  • Stealth +19 (5 ranks; +8 size; +6 race)
  • Surivival
  • Use Magic Device +4 (4 ranks)

Languages: Common, Draconic

Special Abilities

Racial

  • Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple checks, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Weapon Proficiency: Kobolds receive the Martial Weapon Proficiency feats for the heavy pick and light pick as bonus feats. Kobolds are born and bred miners, regardless of their actual profession, allowing them to easily wield these weapons.
  • Weapon Familiarity: Kobolds may treat greatpicks (see below) as martial weapons, rather than exotic weapons.
  • Scales: +1 natural armor bonus.
  • Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Kobolds can function just fine with no light at all.
  • Low-light Vision: See twice as far is a normal human in low light conditions.
  • Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
  • Skilled: All kobolds add Craft (trapmaking) to their list of class skills. +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. +6 Move Silently.
  • Fast Healing: 2
  • Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
  • Natural Weapons: 2 claws (1d3) and bite (1d3).
  • Resist Cold: 5 + 1 per Hit Die, to a maximum of 15.

Rogue

  • Sneak Attack: 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. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can’t strike with deadly accuracy from beyond that range.
  • 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.
  • Evasion: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 (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralysed) does not gain the benefit of evasion.