Chuffy Lickwound

Fezzik Mudchewer's page

57 posts. Alias of the_infidel.


Full Name

Fezzik Mudchewer

Race

Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3

Classes/Levels

Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

About Fezzik Mudchewer

Name: Fezzik Mudchewer
Ancestry and Background: Goblin (Goblin Renegade)
Level: 1 XP: 0
Alignment: CN
Age: 11
Gender: M
Languages: Common, Goblin

Perception: +2 (Darkvision) (E)
Hero Points: 1
Speed: 25 Bulk: 4, 9L

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ATTRIBUTES
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STR: 10 (0)
DEX: 18 (+4)
CON: 12 (+1)
INT: 14 (+2)
WIS: 10 (0)
CHA: 14 (+2)

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DEFENSE
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HP: 15
AC: 16 TAC: 15 (Leather Armor)
Fortitude: +2 (T) Reflex: +6 (E) Will: +2 (E)

Defense Proficiencies:
Light Armor (Trained)

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OFFENSE
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Melee: Dogslicer +5 (1d6+4, Agile/Backstabber/Finesse) or Dagger +5 (1d4+4, Agile/Finesse/Thrown 10'/Versatile P/S)
Ranged: Shortbow +5 (1d6, Range: 60', Deadly d10) (Ammo: 30/30) or Dagger +5 (1d4, Range: 10', Agile/Finesse)

Offense Proficiencies:
Simple Weapons, hand crossbow, rapier, sap, shortbow, shortsword, dogslicer, horsechopper (Trained)

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REACTIONS
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CLASS FEATURES
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FINESSE STRIKER: When you attack with an agile or finesse one-handed melee weapon, you can add your Dexterity modifier to damage instead of your Strength modifier.

SNEAK ATTACK: You deal additional damage to flat-footed creatures (see page 322). If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse. As your rogue levels increase, so does the number of damage dice of your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

SURPRISE ATTACK: On the first round of combat, creatures that haven’t acted are flat-footed to you.

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Skills
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Skill: +Mod (Proficiency)
Acrobatics: +5 (T) Sig
Arcana: +1 ()
Athletics: +1 (T) Sig
Crafting: +3 (T) Sig
Deception: +3 (T) Sig
Diplomacy: +3 (T) Sig
Intimidation: +3 (T) Sig
Lore (Criminal): +3 (T)
Medicine: -1 ()
Nature: -1 ()
Occultism: +3 (T)
Performance: +3 (T) Sig
Religion: -1 ()
Society: +3 (T) Sig
Stealth: +5 (T) Sig
Survival: +1 (T)
Thievery: +5 (T) Sig

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FEATS
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Ancestry:
Weapon Familiarity (Goblin)

Background:
Lore (Criminal) (Trained)

Skill:
Quick Repair: You take only 10 minutes to Repair an item, rather than 1 hour. If you’re an expert, it takes 5 minutes; if you’re a master, it takes 1 minute; and if you’re legendary, it takes 3 rounds.

Terrain Stalker (Rubble): Select one type of difficult terrain from the following list: underbrush, reeds, rubble, or snow. While unseen by all non-allies in that type of terrain, you can Sneak without the need to attempt a Stealth check as long as you move no more than 5 feet and are not within 10 feet of an enemy at any point during your movement.

Class:
Trap Finder: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t searching, you still get a check to find traps if you are trained or better in Stealth. You can disable traps as though you had a proficiency rank of master in Thievery; if your proficiency modifier in Thievery is actually master, this increases to legendary instead.

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Equipment
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Weapons:
Dogslicer
Dagger
Shortbow
30 x arrow

Gear:
Backpack
Bedroll
Rope 50'
Grappling Hook
Thieves' Tools
Waterskin
10 x Rations
1 x flask of Alchemist's Fire

Other:

Gold:
Silver: 60
Copper: 4

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BOT ME
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Downtime: TBD
Exploration: Scouting
Encounter: tbd