Fireworks

Dinura Copperkeep's page

24 posts. Alias of Lazyclownfish.


About Dinura Copperkeep

I'm not like other dwarves!

Statistics:
Female Dwarf Unchained Rogue (Sly Saboteur) 3
CG Medium Humanoid (Dwarf)
Init +4; Senses Perception +5
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 25
Fort +4, Ref +7, Will +1
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OFFENSE
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Speed 20 ft.

Melee MW Dagger +6 (1d4+3)

Ranged MW Composite Shortbow +6 (1d6)

Special Attacks Sneak Attack +2d6
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STATISTICS
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Str 10, Dex 16, Con 14, Int 16, Wis 9, Cha 8
Base Atk +2; CMB +3; CMD 16
Traits Clever Wordplay (Diplomacy): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Mathematical Prodigy (Engineering): You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Feats Point Blank Shot, Rapid Shot, Weapon Finesse
Skills (33 points; 24 class, 8 INT)
ACP -0

(3) Acrobatics* +9
(1) Bluff +3
(1) Climb* +4
(1) Craft Carpentry +9
(3) Diplomacy +9
(3) Disable Device* +14
(3) Escape Artist* +9
(1) Knowledge Engineering +10
(1) Knowledge Local +7
(3) Perception +5
(1) Profession Engineer +3
(3) Sleight of Hand* +9
(3) Stealth* +9
(3) Survival +3
(1) Swim* +4

*ACP applies to these skills
Non-Standard Skill Bonuses
+4 Disable Device from MW Tools due to Hairpin Trick.
Int instead of Cha for Diplomacy
+1 Knowledge Engineering from Mathematical Prodigy

Languages Common, Dwarven, Gnome, Draconic, Goblin

Special Abilities:

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SPECIAL ABILITIES
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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.

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.

Finesse Training (Dagger) (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.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Scamper (Ex): At 3rd level, a sly saboteur can move through 5 feet of difficult terrain each round as if it were normal terrain. At 6th level and every 3 levels thereafter, this distance increases by 5 feet (to a maximum of 30 feet at 18th level). This ability allows the sly saboteur to take a 5-foot step into difficult terrain. This ability applies only when she is wearing light armor or no armor and carrying no more than a light load, and it stacks with the Acrobatic Steps and Nimble Moves feats.

Hairpin Trick (Ex): The rogue is skilled at making do with anything she can find. She takes no penalty on Disable Device checks for using improvised tools, and can attempt such checks without any tools at a –4 penalty. She treats all non-improvised thieves’ tools as masterwork and doubles the bonus she gets from masterwork thieves’ tools from +2 to +4.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 91.5 lb. (most of this is in/on her backpack and can be easily dropped)
MW Studded Leather Armor (165g) 15lbs
MW Dagger (302g) 1lb
MW Composite Shortbow (375g) 2lbs
Mw Light Wooden Shield (152g) 5lbs
Dagger (2g) 1lbs
MW Thieves' Tools (100g) 2lbs
MW Artisan's Tools (Carpenter) (55g) 5lbs
Pathfinder's Kit (12g) 22lbs
Spelunking Kit (174g) 32lbs.
Gear Maintenance Kit (5g) 2lbs
Chronicler's Kit (40g) 4.5 lbs

Money 0 GP 0 SP 118 CP

Background:

The Copperkeep family of dwarves were never much to be talked about. Poor farmers, they weren't particularly smart or hard working either. In a lot of ways, they blended in seamlessly with the rest of the dwarves in Three Willows. That is, until Dinura was born. Fire-haired, she stood out almost right away. And even as a child, she was smart. She was so clever, her parents could barely figure out what to do with her. The amount of mischief she got into as a child. Well, her parents could complain for days about that, even now.

And it didn't stop when she grew up. Her parents gave her free reign to wander off the farm because it was the only way they could get a break from her. She spent a lot of time away, doing Dennari knows what. But she did spend some time at home getting into trouble. After the second time she took apart a plow to see how it worked(the first time, she didn't get it all the way before they caught her), her family got fed up and shipped her off to an apprenticeship with an engineer. Maybe she could put her brains to some use that way.

Leaving details vague here since I don't know the setting well enough.

For the first time in her life, Dinura felt engaged and really took to the training, though she definitely preferred the 'knowing' to the 'doing'. She was actually rather lazy, when it came to it. Maybe the only thing she had in common with her family.

After a short apprenticeship, Dinura returned to her village and took on the responsibility of maintaining the mill. Her overconfidence and the lack of candidates motivated for the job made her the easy choice. Now, a mere three months into the job, Dinura is bored. There has to be something more exciting for her enumerable talents.

There's probably a lot of backstory I could add in here, including some shady/roguish dealings and probably some interactions with Goblins nearby, if there are any. I imagine that's where she learned the bow. Let me know if you want me specifically to expand this.

Appearance and Personality:

Fire-haired and boisterous, Dinura is slight for a dwarf. Far from shy, Dinura thinks she knows exactly what she wants and she's not afraid to tell everyone, if necessary. When dealing with other dwarves, especially, Dinura is very direct and extremely confident in herself, even if she is in over her head on occasion. Despite this overconfidence, her ability to solve problems on the fly has gotten her out of trouble more than a few times in her life.

The difference between confidence and overconfidence is really more a matter of results than anything.