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Post by at on Sept 9, 2020 17:25:01 GMT -5
Timborine Tassellampshade Halfling
Size: Small Alignment: Neutral
Rogue 3, Trapsmith 5
Ability Scores STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 8 (-1) CHA: 10 (+0)
Totals Hit Points: 44 / 44
AC: 19 (10, +4 Masterwork Chain Shirt, +1 Masterwork belly-armour, +3 Dex, +1 Size) Touch: 14 Flatfooted: 16 +3 dodge vs traps +5 bonus vs all ranged attacks (stacks with trap bonus vs arrow traps and similar)
Initiative: +3 (+3 dex) Movement: 20 feet
BAB: +6/+1 - Melee: +7 (6 BA + 0 Str + 1 Size) - Ranged: +9 (6 BA + 2 Dex + 1 Size) - Grapple: +2 (6 BA + 0 Str - 4 Size) Halflings gain a +1 racial bonus with thrown weapons
Modified Saves Fort: +5 (2 Base, +2 Con, +1 Racial) Ref: +11 (7 Base, +3 Dex, +1 Racial) Will: 2 (2 Base, -1 Wis, +1 Racial, +2 Feat, -3 flaw) Evasion - no damage on a successful reflex save +3 reflex saves vs traps
Damage Reduction: 5/- vs traps only which stacks with other sources Spell Resistance: 20 vs traps only (including fire trap, explosive runes, glyph of warding, symbol) Elemental Resistance: none Immunities: none
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Post by at on Sept 9, 2020 17:25:12 GMT -5
Attacks Sneak attack damage: 2d6+8 +1d6 frost damage with gloves
Feycraft Daggers full attack: +8/+8/+5/+3 to hit, d3 damage Feycraft Daggers single attack: +10 to hit, d3 damage Ray of Frost: +10 to hit, d3 damage, Touch Attack (30 feet) Throw knife: +10 to hit, d2 damage
Special Abilities Trapfinding: May search for traps with a DC higher than 20
Quick Fingers (Ex): Can disable simple and tricky tasks as a single action, and harder traps in 1d4 rounds
Unweave (Su): 3/day - against magic traps, alarm , glyph of warding, and the symbol spells may use a targeted dispel magic at caster level 10.
Advanced Boobytraps: See chart of boobytraps
Dance Through Danger: If a search check to find a trap is passed by 5 or more the Trapsmith can move past the trap without disabling it or setting it off.
Avoid Disaster: At 5th level, you learn to negate the effects of a trap as they happen. Once per day, when a trap is sprung, you can make a Disable Device check as an immediate action. If the check succeeds, you quickly disable the trap and avoid its effects. If the check fails, the trap activates as normal.
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Post by at on Sept 9, 2020 17:25:21 GMT -5
FeatsTwo-weapon fighting Improved two-weapon fighting (from gloves) Laborious Training Craven Practiced Spellcaster Iron Will Skills*Armour check penalty = -2Class
| Skill Name
| Key Ability
| Total
| Ability Mod
| Ranks
| Misc Modifiers
|
| Appraise
| INT
| 7
| +2
| 5
|
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| Balance
| DEX*
| 3
| +3
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| Bluff
| CHA
| 4
| -
| 4
|
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| Climb
| STR*
| 2
| -
|
| +2 Racial
|
| Concentration
| CON
| 2
| +2
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| Craft Traps
| INT
| 10
| +2
| 8
|
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| Craft - Masonry
| INT
| 8
| +2
| 6
|
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| Craft -
| INT
| -
| +2
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| Decipher Script
| INT
| X
| +2
|
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| Diplomacy
| CHA
| 0
| -
|
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|
| Disable Device
| INT
| 21
| +2
| 12
| +2 Masterwork tools, +5 trapsmith
|
| Disguise
| CHA
| 0
| -
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| Escape Artist
| DEX*
| 11
| +3
| 8
|
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| Forgery
| INT
| 2
| +2
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| Gather Information
| CHA
| 0
| -
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| Handle Animal
| CHA
| X
| -
|
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|
| Heal
| WIS
| -1
| -1
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|
| Hide
| DEX*
| 16
| +3
| 9
| +4 Size
|
| Intimidate
| CHA
| 0
| -
|
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|
| Jump
| STR*
| -4
| -
|
| +2 Racial, -6 Speed
|
| Knowledge -
| INT
| -
| +2
|
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|
| Knowledge -
| INT
| -
| +2
|
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|
| Knowledge -
| INT
| -
| +2
|
|
|
| Knowledge -
| INT
| -
| +2
|
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|
| Knowledge -
| INT
| -
| +2
|
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|
| Listen
| WIS
| 6
| -1
| 5
| +2 Racial
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| Move Silently
| DEX*
| 14
| +3
| 9
| +2 Racial
|
| Open Lock
| DEX
| 19
| +3
| 9
| +2 Masterwork tools, +5 trapsmith
|
| Perform -
| CHA
| -
| -
|
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|
| Perform -
| CHA
| -
| -
|
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|
| Perform -
| CHA
| -
| -
|
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|
| Profession -
| WIS
| -
| -1
|
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| Profession -
| WIS
| -
| -1
|
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| Ride
| DEX
| +3
| +3
|
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|
| Search
| INT
| 14
| +2
| 12
| +5 vs traps (not included)
|
| Sense Motive
| WIS
| -1
| -1
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|
| Sleight of Hand
| DEX*
| 14
| +3
| 11
|
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| Spellcraft
| INT
| X
| +2
|
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| Spot
| WIS
| -3
| -1
|
| -2 eyepatch
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| Survival
| WIS
| -1
| -1
|
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|
| Swim
| STR*
| 0
| -
|
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|
| Tumble
| DEX*
| X
| +3
|
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| Use Magic Device
| CHA
| X
| -
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| Use Rope
| DEX
| 3
| +3
|
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|
| -
| -
|
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|
|
| -
| -
|
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|
|
| -
| -
|
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|
|
| -
| -
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| -
| -
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LanguagesCommon, Halfling, Party Secret Code
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Post by at on Sept 9, 2020 17:25:30 GMT -5
Carrying Capacity: 25lbs(light) Mundane equipmentCash: 361gp Mundane equipmentClothes Masterwork lockpicks Crowbar Magical item list:Head - ... Face/Eyes - ... Neck – ... Shoulders - Cloak of Elvenkind Shoulders (clasp) - Fey Clasp of endure elements Body - Masterwork chain shirt AC 4 Body (crystal) - Crystal - greater arrow deflection (+5 AC vs ranged attacks and one use of deflect arrows per turn) Torso - Masterwork belly armour AC 1 Arms/Wrists - Bracers of the Balanced Hand (grants inproved two weapon fighting) Hands – Gloves of the uldra savant (frost property 3x5 rounds per day, ray of frost at will) Ring – ... Ring – ... Belt – ... Feet - ...
Weapons and Shields 2x masterwork feycraft daggers 5x throwing knives
Other magical items Wild Hunt Signet Ring
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Post by at on Sept 9, 2020 17:25:37 GMT -5
Spellcasting Spontaneous Arcane Caster - may ignore spellcasting failure in light armour Caster Level: 8 Spell DC = 10 + Spell Level + INT bonus(+2)
Spells Per Day: 1st: 5 2nd: 4 3rd: 2
Spells Known: 1st: Gaseous Form, Protection from Energy, Haste, Arcane Sight 2nd: Dimension Door, Lesser Globe of Invulnerability, Otiluke's resilient sphere 3rd: Wall of Stone, Fabricate
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Post by at on Sept 9, 2020 17:25:42 GMT -5
Advanced 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 your full Craft [trapmaking] check result). - Base Cost: 1 gp/10 ft. - Cost/Use: —.
Bolt Trap: This trap fires up to three light or heavy crossbows at one target that breaks a trip wire. Each 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) per crossbow; add 300 gp each for masterwork crossbows. - 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 a batch of up to three alchemical item (which deal damage appropriate to the item), a very heavy object such as a stone (which deals 3d6 points of bludgeoning damage), or a net (which entangles the target, who can move freely but must make a successful DC 20 Escape Artist check to get out of the net). 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 your full Craft (trapmaking) check result. The trap does not need to be reset. The trap can cover a line of up to 20 feet. - Base Cost: 10 gp. - Cost/Use: —. Future Advancement9th - Generic, +2d6 sneak attack, bonus feat(telling blow, dragonfire strike, assassin's stance, or improved sneak attack) 10th - Generic, +3d6 sneak attack
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