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Post by at on Sept 9, 2020 17:21:48 GMT -5
Kriss 'Garret Ghost Blade' Halffoot Halfling
Size: Small Alignment: Neutral
Rogue 4, Factotum 1, Trapsmith 1, Assassin 4
Ability Scores STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 19 (+4) WIS: 14 (+2) CHA: 10 (+0)
Totals Hit Points: 52 / 52
AC: 20 (10, +5 Mithril Chain +1, +3 Dex, +1 Size) Touch: 14 Flatfooted: 19 (Due to Uncanny Dodge, otherwise 16)
Initiative: +3 (+3 dex) Movement: 20 feet
BAB: +6/+1 - Melee: +7 (6 BA + 0 Str + 1 Size) - Ranged: +10 (6 BA + 3 Dex + 1 Size) - Grapple: +2 (6 BA + 0 Str - 4 Size) Halflings gain a +1 racial bonus with thrown weapons
Saves Fort: +6 (2 Base, +1 Con, +1 Racial, +2 Feat) Ref: +16 (12 Base, +3 Dex, +1 Racial) Will: +5 (2 Base, +2 Wis, +1 Racial) (+2 racial bonus vs fear) (+1 untyped bonus vs poison) (+5 untyped bonus vs divination) Evasion - no damage on a successful reflex save Improved Uncanny Dodge
Damage Reduction: none Spell Resistance: none Elemental Resistance: none Immunities: none
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Post by at on Sept 9, 2020 17:21:57 GMT -5
AttacksSneak attack damage: 4d6+10, reroll 1sPenetrating Strike - Half sneak attack damage against undead, constructs, etcFeycraft Quickrazors full attack: +11/+6 to hit, d4 damage +1d6 acid, crit 19-20x2 Feycraft Quickrazors single attack: +11 to hit, d4 damage +1d6 acid, crit 19-20x2 Throw knife: +12 to hit, d4 damage +1d6 acid, crit 19-20x2 Hand crossbow: (range 30) +11 to hit, d3 damage, crit 19-20x2 -2x vials of huge scorpion poison, DC18, 1d6 CON damage Iaijutsu Attack: When making a single attack against a flat footed opponent with a quickrazor roll D20 + 23 (Iaijutsu) for bonus damage: Iaijutsu Roll
| Bonus Damage
| 10-14
| 1d6
| 15-19
| 2d6
| 20-24
| 3d6
| 25-29
| 4d6
| 30-34
| 5d6
| 35-39
| 6d6
| 40-44
| 7d7
| 45-49
| 8d6
| 50+
| 9d6
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Special AbilitiesTrapfinding: May search for traps with a DC higher than 20 Death Attack: Must study a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage. Targted must make a DC 23 Fortitude save or die. (DC is 10 + Assassin Level + INT + 4 from Jaezred Chaulssin feat + 2 from bracers of murder)Poison Use: No risk of poisoning self while applying poison. Inspiration: Gain 2 inspiration points at the beginning of each encounter. 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(+4). Booby Traps: See list of traps below.
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Post by at on Sept 9, 2020 17:22:04 GMT -5
FeatsLeadership (Timbourine) Toughness Nymph's Kiss Exotic Weapon: Gnomish Quickrazor Favoured in Guild - Jaezred Chaulssin Laborious Training Craven (add character level to sneak attack damage) Great Fortitude Skills*Armour check penalty = 0Class
| Skill Name
| Key Ability
| Total
| Ability Mod
| Ranks
| Misc Modifiers
| x
| Appraise
| INT
| 4
| +4
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| x
| Balance
| DEX*
| 3
| +3
|
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| x
| Bluff
| CHA
| 0
|
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|
| x
| Climb
| STR*
| 2
|
|
| +2 Racial
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| Concentration
| CON
| 1
| +1
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|
| x
| Craft Poison
| INT
| 14
| +4
| 10
|
| x
| Craft Trap
| INT
| 14
| +4
| 10
|
| x
| Craft -
| INT
| -
| +4
|
|
| x
| Decipher Script
| INT
| X
| +4
|
|
| x
| Diplomacy
| CHA
| 0
|
|
|
| x
| Disable Device
| INT
| 12
| +4
| 8
|
| x
| Disguise
| CHA
| 4
|
| 4
|
| x
| Escape Artist
| DEX*
| 8
| +3
| 5
|
| x
| Forgery
| INT
| 4
| +4
|
|
| x
| Gather Information
| CHA
| 0
|
|
|
|
| Handle Animal
| CHA
| X
|
|
|
|
| Heal
| WIS
| 2
| +2
|
|
| x
| Hide
| DEX*
| 17
| +3
| 10
| +4 Size, (+20 while invisible)
| x
| Intimidate
| CHA
| 0
|
|
|
| x
| Jump
| STR*
| -4
|
|
| +2 Racial, -6 Speed
|
| Knowledge -
| INT
| -
| +4
|
|
|
| Knowledge -
| INT
| -
| +4
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|
|
| Knowledge -
| INT
| -
| +4
|
|
|
| Knowledge -
| INT
| -
| +4
|
|
|
| Knowledge -
| INT
| -
| +4
|
|
| x
| Listen
| WIS
| 14
| +2
| 10
| +2 Racial
| x
| Move Silently
| DEX*
| 20
| +3
| 13
| +2 Racial, +2 Boots
| x
| Open Lock
| DEX
| 16
| +3
| 13
|
|
| Perform -
| CHA
| -
|
|
|
|
| Perform -
| CHA
| -
|
|
|
|
| Perform -
| CHA
| -
|
|
|
| x
| Profession -
| WIS
| 2
| +2
|
|
|
| Profession -
| WIS
| 2
| +2
|
|
|
| Ride
| DEX
| 3
| +3
|
|
| x
| Search
| INT
| 18
| +4
| 14
|
| x
| Sense Motive
| WIS
| 2
| +2
|
|
| x
| Sleight of Hand
| DEX*
| X
| +3
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|
| Spellcraft
| INT
| X
| +4
|
|
| x
| Spot
| WIS
| 18
| +2
| 11
| +5 devils sunglasses
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| Survival
| WIS
| 2
| +2
|
|
| x
| Swim
| STR*
| 0
|
|
|
| x
| Tumble
| DEX*
| X
| +3
|
|
| x
| Use Magic Device
| CHA
| X
|
|
|
| x
| Use Rope
| DEX
| 3
| +3
|
|
|
| -
| -
|
|
|
|
| x
| Iaijutsu Focus
| CHA
| 23
|
| 13
| +10 Hood
|
| -
| -
|
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|
|
| -
| -
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| -
| -
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LanguagesCommon, Halfling, Elf, Dwarf, Orc, Gnome, Celestial, Abysstal, Draconic, Infernal, Party Secret Code
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Post by at on Sept 9, 2020 17:22:09 GMT -5
Carrying Capacity: 25lbs(light) Mundane equipmentCash: 2392gp, 5sp Owed by Ricky: 8300gp Owed by Wren: 4000gp Mundane equipmentClothes Magical item list:Head - Hood of Iaijutsu +10 (competence) Face/Eyes - Devils Sunglasses (eyes of the eagle, +5 to spot)Neck – ... Shoulders - Scry Shroud (+5 vs divination spells, and 10 rounds of invisibility if a scry sepll noticed)Shoulders (clasp) - Fey Clasp of endure elements Body - Mithril Chain +1 Body (crystal) - ... Torso - ... Arms/Wrists - Bracers of Murder (+2 attack/damage (profane) vs flat footed, +2 DC death attacks, reroll 1s on sneak damage)Hands – ... Ring – Ring of Invisibility (standard action to activate)Ring – ... Belt – ... Feet - Boots of Sneaking (+2 non-magical)Weapons and ShieldsGnomish Quickrazor, Ghost Touch, Ghost Strike, Blurstrike (hit incorporeal, sneak attack and critical hit undead, 10 rounds/day flat footed first attack in the round) - Crystal - lesser energy assault (+d6 acid) - Spare Crystal - greater demolition (+d6 vs constructs, adamantine, and sneak attack/critical constructs) Masterwork Hand Crossbow Masterwork Silvered Dagger Other magical items-
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Post by at on Sept 9, 2020 17:23:49 GMT -5
Spellcasting
Trapsmith Spontaneous Arcane Caster - may ignore spellcasting failure in light armour Caster Level: 1 Spell DC = 10 + Spell Level + INT bonus
Spells Per Day: 1st: 2 2nd: - 3rd: -
Spells Known: 1st: Cat's Grace, Gaseous Form 2nd: - 3rd: -
Assassin Spontaneous Arcane Caster - may ignore spellcasting failure in light armour Caster Level: 4 Spell DC = 10 + Spell Level + INT bonus
Spells Per Day: 1st: 5 2nd: 3 3rd: -
Spells Known: 1st: True Strike, Disguise Self, Distract Assailant, Critical Strike 2nd: Getaway, Spider Climb, Phantom 3rd: -
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Post by at on Sept 9, 2020 17:23:55 GMT -5
Booby TrapsThe base cost covers the parts of the trap that are reusable if recovered. The cost per use covers the pieces that are destroyed or expended when the trap is set off. All traps below are mechanical traps with a touch trigger. Alarm Trap: This trap is little more than a series of bells attached to a thin trip wire. When the wire is breached, the bells ring, and those nearby can attempt a DC —5 Listen check to notice the noise. This trap takes 1 round to set up per 10 feet of trip wire used. Reflex save to avoid setting it off (DC equal to 1/2 your Craft [trapmaking] check result). - Base Cost: 1 gp/10 ft. - Cost/Use: —. Bolt Trap: This trap fires a light or heavy crossbow at one target that breaks a trip wire. The crossbow makes a single attack with a bonus equal to 1/2 your Craft (trapmaking) check result. You can use masterwork or magic crossbows and bolts to enhance the accuracy or damage. The trap must be reset after the crossbow fires. The trap can cover a line of up to 20 feet. - Base Cost: 35 gp (light crossbow) or 50 gp (heavy crossbow); add 300 gp for a masterwork crossbow. - Cost/Use: Ccost of the ammunition if it is masterwork or magic. Drop Trap: A heavy or dangerous item is rigged to fall on anyone who crosses a trip line. When the trip line is breached, the item drops, making a touch attack with a bonus equal to 1/2 your Craft (trapmaking) check result. You can rig an alchemical item (which deals damage appropriate to the item) or a heavy object such as a stone (which deals 1d6 points of bludgeoning damage). The trap can cover a single 5-foot-square area. - Base Cost: 1 sp. - Cost/Use: Varies depending upon the cost of the dropped item. Trip Rope Trap: This trap is made up of a strong rope attached tautly between two points. If anyone tries to cross the rope, it makes a trip attempt with a bonus equal to 1/2 your Craft (trapmaking) check result. The first creature to cross through the trap causes the rope to go slack, and it must be reset before the trap can be used again. The trap can cover a line of up to 20 feet. - Base Cost: 10 gp. - Cost/Use: —.
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Post by at on Dec 24, 2020 11:12:29 GMT -5
Optional classes going forwards :
Assassin - continued Trapsmith - continued 'Generic class' - no requirements - gain +2d6 sneak attack (and an additional +3d6 sneak attack for a second level)
Heir of Siberys - two skills at 15 and the heroic spirit feat (available at 11th level - gain a powerful spell-like ability - i.e. storm of vengeance) Hellbreaker - needs Combat Expertise, Improved Feint, Undo Resistance and skills - can hitch rides on teleport effects and block out telepathy Shadow Thief - needs Persuasive feat and some skills - gain sneak attack, improved uncanny dodge, bonus feats, etc
Telflammar Shadowlord - Blind-fight, Dodge, Mobility, Spring Attack - gains the ability to attack after teleporting Ur-priest - anti-cleric, many feats and skills required
Notable items : Goggles of Scrutiny (DR330): 12000gp. +2 untyped spot and search, and reduces death attack charge time to 2 rounds.
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