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User:Askewnotion/PCs/Tinder

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File:Tinder.jpg
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Monk 2, Factotum 7 (ECL 10)
Race: Fire Hobgoblin (UA)
Alignment: NG | Size: M
Patron Deity:
Abilities
Str 12 +1d4 | Dex 14 +2 | Con 10 +1d4 +2 | Int 14 +1d4 +2 | Wis 10 | Cha 12 -2
DP 7 AP 10

Defense

AC: 12 / Touch: 12, Flatfooted: 10
(+2 Dex)

HP: ___ / HD: 9d8+___

Initiative: +2+___ / Speed: 30'

Fort: ___ / Reflex: _ / Will: __

-2 vs Cold or water effects
Resist 5/fire


Attacks

  • ________ / 1d3+1 / 20x2 / b
+1 hit water subtype
  • Touch +1 / Ranged Touch +1
+1 hit water subtype

Space/Reach: 5 ft./5 ft. Base Attack: +6

Feats

  • 1st: Carmendine Monk
  • M1: Stunning Fist
  • M2: Combat Reflexes
  • 3rd: Combat Expertise (PHB, p92)
    When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
  • 6th: Improved Disarm (PHB, p95)
    You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. Disarm rules are on page 155 of the PHB.
  • DP1: Exotic Weapon Proficiency: Spiked Chain
  • 9th: Improved Trip

Skills

Languages: Common, Draconic, Elven, Orc

Special Abilities

Factotum

  • Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough. 3 pts/encounter
  • Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns — provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
  • Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
  • Trapfinding: You 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.

You 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.

Someone 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.

  • Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1 (1 spell / level 1). The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your levelin this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.

You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.

If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.

  • Brains over Brawn (Ex): At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
  • Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.