Post by Rojito on Jan 25, 2013 15:32:30 GMT -5
Basics
Name: Throsah
Race: Raptoran
Class: Scout
Alignment: True Neutral
Appearance
Ability Scores
STR: 10 (+0)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 8 (-1)
Vitality and Saves
Hit Points: 29
AC: 18(10+3[dex]+4[armor]+1[skirmish])
Touch:14(10+3[dex]+1[skirmish])
Flatfooted: 14 (10+4[armor])
BAB: 2
- Melee: 2
- Ranged: 5
Fort: 4(1[class]+3[con])
Ref: 6(3[class]+3[dex])
Will: 3(1[class]+2[wis])
Skills 9
Max Ranks 7
Feats:2
1:Point Blank Shot
3: Not taken yet
Racial Traits
Raptoran base land speed is 30 feet.
• Medium:
• Wing-Aided Movement: Raptorans can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives a raptoran a +10 racial bonus on Jump checks.
• Gliding (Ex):
• Flight (Ex):
• Unerring Direction:
• Low-Light Vision
• Weapon Familiarity: Raptorans treat the footbow as a martial weapon rather than as an exotic weapon.
• +2 racial bonus on Climb and Spot checks.
• Automatic Languages: Common and Tuilvilanuue.
• Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Cleric.
Class Abilities
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
Skirmish (Ex): 1d6 +1 ac
Trapfinding (Ex):
Battle Fortitude (Ex):
Uncanny Dodge (Ex):
Fast Movement (Ex):
Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook
Equipment
Weapon: Masterwork Longbow 1d8 x3 (675)
Head:
Shoulder:
Torso: Mithral Chain Shirt (1,100)
Back:
Arms:
Hands:
Legs:
Feet:
Money 225 gp
Languages
Common, Goblin
Advancement
Plans for advancement:
Scout into Rogue and getting them to stack
Combat:
Longbow +6 1d8 x3
Skirmish
Longbow +6 1d8+1d6 x3, +1 ac
Within 30ft
Longbow +7 1d8+1 x3
Skirmish
Longbow +7 1d8+1d6+1 x3, +1 ac
Name: Throsah
Race: Raptoran
Class: Scout
Alignment: True Neutral
Appearance
Ability Scores
STR: 10 (+0)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 8 (-1)
Vitality and Saves
Hit Points: 29
AC: 18(10+3[dex]+4[armor]+1[skirmish])
Touch:14(10+3[dex]+1[skirmish])
Flatfooted: 14 (10+4[armor])
BAB: 2
- Melee: 2
- Ranged: 5
Fort: 4(1[class]+3[con])
Ref: 6(3[class]+3[dex])
Will: 3(1[class]+2[wis])
Skills 9
Max Ranks 7
Skill | Total | Rank | Attribute | Synergy | Feat | Misc |
Climb | 9 | 7 | 0 | 0 | 0 | 2 |
Escape Artist | 10 | 7 | 3 | 0 | 0 | 0 |
Hide | 10 | 7 | 3 | 0 | 0 | 0 |
Jump | 17 | 7 | 0 | 0 | 0 | 10 |
Listen | 9 | 7 | 2 | 0 | 0 | 0 |
Move Silently | 10 | 7 | 3 | 0 | 0 | 0 |
Spot | 11 | 7 | 2 | 0 | 0 | 2 |
Survival | 9 | 7 | 2 | 0 | 0 | 0 |
Use Rope | 10 | 7 | 3 | 0 | 0 | 0 |
Feats:2
1:Point Blank Shot
3: Not taken yet
Racial Traits
Raptoran base land speed is 30 feet.
• Medium:
• Wing-Aided Movement: Raptorans can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives a raptoran a +10 racial bonus on Jump checks.
• Gliding (Ex):
A raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of
forward travel for every 5 feet of descent. Raptorans glide
at a speed of 40 feet (average maneuverability). Even if a
raptoran’s maneuverability improves, she can’t hover while
gliding. A raptoran can’t glide while carrying a medium
or heavy load.
If a raptoran becomes unconscious or helpless while
in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight
corkscrew and takes only 1d6 points of falling damage, no
matter what the actual distance of the fall.
forward travel for every 5 feet of descent. Raptorans glide
at a speed of 40 feet (average maneuverability). Even if a
raptoran’s maneuverability improves, she can’t hover while
gliding. A raptoran can’t glide while carrying a medium
or heavy load.
If a raptoran becomes unconscious or helpless while
in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight
corkscrew and takes only 1d6 points of falling damage, no
matter what the actual distance of the fall.
• Flight (Ex):
When a raptoran reaches 5 Hit Dice, she becomes
able to fly at a speed of 40 feet (average maneuverability). A
raptoran can’t fly while carrying a medium or heavy load
or while fatigued or exhausted.
Raptorans can safely fly for a number of rounds
equal to their Constitution modifier (minimum 1
round). They can exert themselves to fly for up to twice
as long, but then they’re fatigued at the end of the flight.
Raptorans are likewise fatigued after spending a total of
more than 10 minutes per day flying. Because raptorans
can glide before, after, and between rounds of actual
flight, they can remain aloft for extended periods (even
if they can only use flight for 1 round at a time without
becoming fatigued).
When they reach 10 Hit Dice, raptorans have enough
stamina and prowess to fly for longer periods. They can fly
at a speed of 40 feet (average maneuverability), and flying
requires no more exertion than walking or running.
A raptoran with flight can make a dive attack. A dive
attack works like a charge, but the raptoran must move a
minimum of 30 feet and descend at least 10 feet. A raptoran
can make a dive attack only when wielding a piercing
weapon; if the attack hits, it deals double damage.
A raptoran with flight can use the run action while
flying, provided she flies in a straight line.
able to fly at a speed of 40 feet (average maneuverability). A
raptoran can’t fly while carrying a medium or heavy load
or while fatigued or exhausted.
Raptorans can safely fly for a number of rounds
equal to their Constitution modifier (minimum 1
round). They can exert themselves to fly for up to twice
as long, but then they’re fatigued at the end of the flight.
Raptorans are likewise fatigued after spending a total of
more than 10 minutes per day flying. Because raptorans
can glide before, after, and between rounds of actual
flight, they can remain aloft for extended periods (even
if they can only use flight for 1 round at a time without
becoming fatigued).
When they reach 10 Hit Dice, raptorans have enough
stamina and prowess to fly for longer periods. They can fly
at a speed of 40 feet (average maneuverability), and flying
requires no more exertion than walking or running.
A raptoran with flight can make a dive attack. A dive
attack works like a charge, but the raptoran must move a
minimum of 30 feet and descend at least 10 feet. A raptoran
can make a dive attack only when wielding a piercing
weapon; if the attack hits, it deals double damage.
A raptoran with flight can use the run action while
flying, provided she flies in a straight line.
• Unerring Direction:
• Low-Light Vision
• Weapon Familiarity: Raptorans treat the footbow as a martial weapon rather than as an exotic weapon.
• +2 racial bonus on Climb and Spot checks.
• Automatic Languages: Common and Tuilvilanuue.
• Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Cleric.
Class Abilities
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
Skirmish (Ex): 1d6 +1 ac
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 rom 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.
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 rom 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 (Ex):
A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Battle Fortitude (Ex):
At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex):
Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Fast Movement (Ex):
Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook
Equipment
Weapon: Masterwork Longbow 1d8 x3 (675)
Head:
Shoulder:
Torso: Mithral Chain Shirt (1,100)
Back:
Arms:
Hands:
Legs:
Feet:
Money 225 gp
Languages
Common, Goblin
Advancement
Plans for advancement:
Scout into Rogue and getting them to stack
Combat:
Longbow +6 1d8 x3
Skirmish
Longbow +6 1d8+1d6 x3, +1 ac
Within 30ft
Longbow +7 1d8+1 x3
Skirmish
Longbow +7 1d8+1d6+1 x3, +1 ac