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Difference between revisions of "User:Wizardoest/PCs/Guinness Stonebreaker (Pathfinder)"

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'''Init''' +5; '''Senses''' Darkvision 60'
'''Init''' +5; '''Senses''' Darkvision 60'
<hr>
<hr>
'''AC:''' 16; '''Touch:''' 13; '''Flat-footed:''' 10<br/>(+3 dex; +3 armor)<br/>
'''AC:''' 17; '''Touch:''' 13; '''Flat-footed:''' 14<br/>(+3 dex; +4 armor)<br/>
'''Special''' +4 vs Giants<br/>
'''Special''' +4 vs Giants<br/>
'''HP:''' 10 (1d8+2)<br/>
'''HP:''' 17 (2d8+4)<br/>
'''Fort:''' +2, '''Ref''' +5, '''Will''' +1<br/>
'''Fort:''' +2, '''Ref''' +6, '''Will''' +1<br/>
'''Special''' +1 vs divine spells; +2 vs poison, spells, spell-likes
'''Special''' Evasion; +1 vs divine spells; +2 vs poison, spells, spell-likes
<hr>
<hr>
'''Speed:''' 20'<br/>
'''Speed:''' 20'<br/>
'''Melee:''' Shortsword +3 (1d6 / 19&times;2) <br/>
'''Melee:''' Shortsword, mw +5 or +3/+3 (1d6 / 19&times;2) <br/>
'''Ranged:''' Shortbow +3 (1d6 / 20&times;3 / 60') <br/>
'''Ranged:''' Shortbow +4 (1d6 / 20&times;3 / 60') <br/>
'''Special''' +1d6 sneak attack; +1 vs orcs/goblins<br/>
'''Special''' +1d6 sneak attack; +1 vs orcs/goblins<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +0; <br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; <br/>
'''Combat Maneuver Bonus:''' +0 '''Combat Maneuver Defense:''' 13<br/>
'''Combat Maneuver Bonus:''' +1 '''Combat Maneuver Defense:''' 14<br/>
'''Special''' +4 racial to resist bull rush/trip while on the ground
'''Special''' +4 racial to resist bull rush/trip while on the ground
<hr>
<hr>
'''Abilities''' STR: 10 DEX: 17 CON: 14 INT: 14 WIS: 12 CHA: 8 <br/>
'''Abilities''' STR: 10 DEX: 17 CON: 14 INT: 14 WIS: 12 CHA: 8 <br/>
'''Feats''' 1: Weapon Finesse<br/>
'''Feats''' 1: Weapon Finesse; R2: Two-weapon Fighting<br/>
'''Skills''' 40 points
'''Skills''' ACP -2
 
* Acrobatics +8
* Appraise +4 (+6 nonmagical stones and gems)
* Bluff +3
* Climb +2
* Disable Device +8 (+9 vs Traps)
* Disguise +1
* Escape Artist +8
* K-dungeoneering +4
* K-local +6
* Perception +6 (+8 unusual stonework, within 10'; +7 vs Traps)
* Sense Motive +3
* Sleight of Hand +8
* Stealth +8
* Use Magic Device +1
'''You Be Goblin!''': +2 bonus to Bluff, Diplomacy, Intimidate, Sense Motive vs Goblins.
<!-- ==============================
4 1 Acrobatics (Dex)
2 Appraise (Int)
4 Bluff (Cha)
0 2 Climb (Str)
Craft (Int)
Diplomacy (Cha)
4 1 Disable Device (Dex)
2 Disguise (Cha)
4 1 Escape Artist (Dex)
Intimidate (Cha)
2 Knowledge (dungeoneering) (Int)
4 Knowledge (local) (Int)
Linguistics (Int)
4 1 Perception (Wis)
Perform (Cha)
Profession (Wis)
2 Sense Motive (Wis)
4 1 Sleight of Hand (Dex)
4 1 Stealth (Dex)
Swim (Str)
0 2 Use Magic Device (Cha)
------------------------------
40 1st
============================== -->
'''Languages''' Common, Dwarven, Giant, Terran
'''Languages''' Common, Dwarven, Giant, Terran
<hr>
<hr>
'''Items''' 150gp (66 spent)
'''Items''' 209gp
Shortsword 10
Shortbow 31
Studded Leather 25
 
<hr>
<hr>
;Weapon Familiarity
;Trapfinding
: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


;Reactionary (Trait)
;Rogue Talents
: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
: Combat Training (bonus feat, Two-weapon fighting)


;History of Heresy (Trait)
;Traits
: You were raised with heretical views that have made it not only difficult for you to accept most religious beliefs, but you also have had to live with the fact that you or those you love were often treated as pariahs. As a result, you have turned your back on religious teachings, and as long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.
: Reactionary (+2 trait to Init) and History of Heresy (+1 trait bonus on all saves vs divine spells)


;Weapon and Armor Proficiency
;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.
: 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.
: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


;Trapfinding
;[https://docs.google.com/spreadsheet/ccc?key=0AnzLf1epwW-WdHdxcmZzbUdZdlRmN3IwUy1NclgzMlE Modules played]
: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
 
 
 
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of nonmagical goods that contain precious metals or gemstones.
 
 
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
 
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence
scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


[[Category:Wizardoest:Character Build]]
[[Category:Wizardoest:Character Build]]

Latest revision as of 20:49, 8 February 2012

Guinness Stonebreaker

Rogue 1
CN Medium Dwarf
Faction Cheliax
Init +5; Senses Darkvision 60'


AC: 17; Touch: 13; Flat-footed: 14
(+3 dex; +4 armor)
Special +4 vs Giants
HP: 17 (2d8+4)
Fort: +2, Ref +6, Will +1
Special Evasion; +1 vs divine spells; +2 vs poison, spells, spell-likes


Speed: 20'
Melee: Shortsword, mw +5 or +3/+3 (1d6 / 19×2)
Ranged: Shortbow +4 (1d6 / 20×3 / 60')
Special +1d6 sneak attack; +1 vs orcs/goblins
Space: 5'; Reach: 5'; BAB: +1;
Combat Maneuver Bonus: +1 Combat Maneuver Defense: 14
Special +4 racial to resist bull rush/trip while on the ground


Abilities STR: 10 DEX: 17 CON: 14 INT: 14 WIS: 12 CHA: 8
Feats 1: Weapon Finesse; R2: Two-weapon Fighting
Skills ACP -2

  • Acrobatics +8
  • Appraise +4 (+6 nonmagical stones and gems)
  • Bluff +3
  • Climb +2
  • Disable Device +8 (+9 vs Traps)
  • Disguise +1
  • Escape Artist +8
  • K-dungeoneering +4
  • K-local +6
  • Perception +6 (+8 unusual stonework, within 10'; +7 vs Traps)
  • Sense Motive +3
  • Sleight of Hand +8
  • Stealth +8
  • Use Magic Device +1

You Be Goblin!: +2 bonus to Bluff, Diplomacy, Intimidate, Sense Motive vs Goblins. Languages Common, Dwarven, Giant, Terran


Items 209gp


Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Rogue Talents
Combat Training (bonus feat, Two-weapon fighting)
Traits
Reactionary (+2 trait to Init) and History of Heresy (+1 trait bonus on all saves vs divine spells)
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.
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Modules played