Dwarf

Belg Slagback's page

79 posts. Alias of Nickadeamous.


About Belg Slagback

Belg Slagback
Unchained Rogue (scout, thug)
NG Medium Sex Humanoid (dwarf)
Height 0’00”; Weight
Init +4; Senses ; Perception +6
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Defense
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AC 16 , touch 10, flat-footed 10
(+3 Dex, +3 Armor, +0 Dodge, +0 Natural, +0 Shield)
Hp 10 (1d8+2)
Fort +2 Ref +5, Will +2 [+3 vs. spells and spell-like abilities; +2 vs. poison]
CMD 16 [+4 vs. bull rush & trip while standing on ground]
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Offense
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Speed 20 ft.
Melee warhammer +3 (1d8+4/x3) [bludgeoning]
Ranged
Base Atk +0
CMB +3
Combat Options +1d6 sneak attack
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Statistics
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Str 16, Dex 16, Con 14, Int 11, Wis 14 Cha 8
Feats Simple Weapon Proficiency, Light Armor Proficiency, Bludgeoner 1st
Skills {8 class, 0 int, 2 bg} [ACP: -1]
[+7] Acrobatics (1 rank, 3 class, 3 dex)
[+4] Appraise (1 bg, 3 class, 0 int) [+2 vs non-magical good that contain gems or precious metals]
[+0] Bluff
[+0] Climb (3 str)
[+0] Craft
[+0] Diplomacy
[+10] Disable Device (1 rank, 3 class, 3 dex, 2 mw tools, 1 trapfinding)
[+0] Disguise
[+7] Escape Artist (1 rank, 3 class, 3 dex)
[+3] Intimidate (1 rank, 3 class, -1 cha)
[+4] Knowledge {dungeoneering} (1 rank, 3 class, 0 int)
[+4] Knowledge {local} (1 rank, 3 class, 0 int)
[+0] Linguistics
[+6] Perception (1 rank, 3 class, 2 wis)
……[+1 to find traps]
……[+2 vs. unusual stonework]
[+0] Perform
[+0] Profession
[+2] Sense Motive (2 wis)
[+7] Sleight of Hand (1 bg, 3 class, 3 dex)
[+9] Stealth (1 rank, 3 class, 3 dex, 2 race)
[+4] Survival (2 wis, 2 race)
[+0] Swim (3 str)
[+0] Use Magic Device
Languages Common, Dwarf,
Traits Glory of Old {Regional}, Westcrown Firebrand {Campaign}
Favored Class Bonus Rogue
Combat Gear
Other Gear 2 sp, studded leather armor (20 lbs), warhammer (5 lbs), mw thieves tools (2 lbs), pick pocket outfit (3 lbs), belt pouch (.5 lbs), waterskin (4 lbs), bedroll (5 lbs), rations x1 (1 lbs), mess kit (1 lbs),
Encumbrance [Light Load (40.5 lbs); [76/153/230]
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Special Abilities
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Darkvision - Dwarves can see perfectly in the dark up to 60 feet.

Finesse Training (Ex) - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Greed - Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Hardy - Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Slag Child - Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred.

Slow and Steady - Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Sneak Attack - If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Stability - Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stoncunning - Dwarves gain a +2 bonus on Perception checks to 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.

Trapfinding - A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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

Future Feats:

Steel Soul
Bludgeoner
Sap Adept
Sap Master
Power Attack
Vital Strike
Improved Vital Strike
Enforcer
Cudgeler Style
Cudgeler Sweep
Cudgeler Takedown

Future Rogue Tricks:

Underhanded Trick
Strong Impression
Mein of Despair
Minor Magic (acid splash)
Major Magic (shield)
Combat Trick
Ledge Walker
Dispelling Attack [Advanced]
Light Walker [Advanced]