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Name (ECL2)

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Scout 1 / Expert 2
?? Medium human
Citizen Coryani Empire
Favored Class Scout
Init +0; Senses: Listen +6; Spot +6


AC: 18; Touch: 14; Flat-footed: 14
(+3 dex; +1 dodge; +4 armor)
HP: 20 (1d8+2d6+3+1) Bloodied 10
Fort: +1, Ref +3, Will +1


Speed: 30'
Melee: Throwing Axe +3 (1d6+1 20×2)
Ranged: Throwing Axe +5 (1d6+1 20×2 / 10') +1 if within 30'
Skirmish +1d6 if you move at least 10'
Space: 5'; Reach: 5'; BAB: +2; Grapple: +3


Abilities Str 12 +1 | Dex 16 +3 | Con 12 +1 | Int 16 +3 | Wis 10 +0 | Cha 10 +0

  • Feats
    • Hu: Point Blank
    • 1: Precise Shot
    • 3: Dodge
  • Skills
Acrobatics (Dex) (6 ranks)
Balance
Tumble
Athletics (Str) (6 ranks)
Climb
Jump
Swim
Animals (0 ranks)
Handle Animal (Cha)
Ride (Dex)
Concentration (Con) (0 ranks)
Autohypnosis
Concentration
Craft (Int)
Skill (0 ranks)
Deception (Cha) (6 ranks)
Bluff
Disguise
Influence (Cha)(0 ranks)
Diplomacy
Intimidate
Heal (Wis) (0 ranks)
Inspect (Int) (6 ranks)
Appraise
Search
Legerdemain (Dex) (6 ranks)
Escape Artist
Sleight of Hand
Linguistics (Int) (0 ranks)
Decipher Script
Forgery
Mechanics (Dex) (6 ranks)
Disable Device
Open Locks
Notice (Wis) (6 ranks)
Listen
Spot
Perform (Cha) (0 ranks)
Profession (Wis) (0 ranks)
Streetwise (6 ranks)
Gather Information (Cha)
Sense Motive (Wis)
Spellcraft (Int) (0 ranks)
Psicraft
Spellcraft
Stealth (Dex) (6 ranks)
Hide
Move Silently
Survival (6 ranks)
Survival (Wis)
Use Rope (Dex)
Use Magic (Int) (0 ranks)
Use Magic Device
Use Psionic Device
Knowledge (Local) (6 ranks)
Initiative (n/a) (2 ranks)
Speak Language
Low Coryani
Int: High Coryani; Eloran; Open to learn later
List languages purchased
Truespeak (Int) (0 ranks)

Items Gear


Skirmish (Ex)
A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapfinding
Scouts 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.
Scouts 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 scout 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.