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Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() This was an awesome little adventure, a shame it ends so quickly. Really enjoyed seeing what low-mid level play has to offer in 2E. And some reptilian shenanigans. GM thank you for being awesome and allowing me to jump in on the table, how does credit work on this one. It's just assigned to the character I picked at the beginning(ie Jei'balt)? ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain eyes the ship and the pond leading to the greater seas. "One ssship, fourrr captains... hmmm perhapsss if we stick to warmer waterrsss. I know a good ssspot off the coast of Osirion where once sssunk a fabled ssship that few others could dive deep enough for."[b] He grins with a slyness that betrays his reptilian nature. [B]Besssidesss I mussst insssure Tiny Corrrvusss doesss not drown in mighty pond." ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain instinctively dodges as the skeletal giant rakes forward with it's hooked hand, the pillar catching the blow. He wades forward into the fight and shouts, "Forrr Droon! Forrr the Captain!" before swinging for the skeletons exposed ribs. club: 1d20 + 12 ⇒ (20) + 12 = 32
club: 1d20 + 7 ⇒ (3) + 7 = 10
step, attack 2 times. Rolled these as if they were normal club attacks since we haven't made an official statement on what the +s are yet. Also don't think I get flank with the mephit where it is, but if gryndle moves into position then I will also get the flanking bonus and sneak attack. Oh and this is all bludgeoning damage for resistances and weakness btw idk if that's doubled in pf2e but even the sneak is considered the weapons damage type iirc? ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Seeing the effectiveness of S.B's throwing stone Axutain hefts up the Club he had procured from the room before and charges into the room with the thick boned lad. ready club, double move ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Sorry for the absence work has been kicking my butt with 12s and I'm working on the details to get a new car tomorrow. I'll try to post later today, if I don't get around to it bot me for the round axutain will try his usual intinidate(can skeletons even get scared) attack combo. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain had remained mostly silent during the ceremoniously light show that proceeded them solving the puzzle. Mayhap just a little bit of Iruxi prayer to the constellations, but Sambo es prompted him to tilt his head.
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Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain stuffs the rugged club into the loose belt he wears and makes sure it is fastened as they traverse into the new room. "Could do with sssome Night Glassss, but it ssshall ssserve well enough." He stands in aw at the pillars and the various constellations, "A reading of the grand map. What a ssstrange aussspiccciousss texxt. We would do well to ruminate wisely over it's meaning." Is the club just a normal medium sized club? Also, yeah I think that's the right of the riddle myself. Sun->stars->moon, with no exact indication of where the comet is, but judging by it leading you back home after your journey it seems reasonable to assume it comes last. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() With this information in hand and throwing what little caution he could to the wind, on account of no immediate danger. Axutain takes up the mighty club and gives it some cursory swings. "Thissss isss more my ssstyle, and easssy to ussse for one ssskilled in ssswimming like myssself. Take care that we jussst honor your dessscendants." He moved to the statue to give it a once over. perception(search): 1d20 + 10 ⇒ (17) + 10 = 27 ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Once the elemental has dispersed and their wounds mended the Iruxi nods to the others, "Good we are all ssstill living. It would be ineffective of me if you were to drown to a writhing tide when not actually ssswiming." Axutain follows the rest of the group to the weapon room and looks genuinely confused. "Isss thisss how warm bloodsss ressspect their ancessstors? Why not carry their honored bonesss with you? That isss the bessst way to do sssuch." He goes about the weapon racks searching with all the subtlety and grace of a cold-blooded creature looking for nothing more than an effective tool. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() intimidation: 1d20 + 12 ⇒ (15) + 12 = 27
damage+intimidated: 1d6 + 3 + 2d6 ⇒ (4) + 3 + (5, 4) = 16
"Then back to the depths of the outer sphere you go. For I cast ye back unto the waves. Begone from this place ancient and know that one of Xuetal's line hath sent ye!" Axuatain again has a heated debate with the waves and launches his spear twice with ferocity rarely seen from the typically cold natured reptilian. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() intimidation(Ethamental): 1d20 + 12 ⇒ (4) + 12 = 16 "I shall see you gone back to the place which summoned you!"
Attack(Spear): 1d20 + 12 ⇒ (3) + 12 = 15
Attack(Spear): 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20
intimidate, attackx2 ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Closer to the elemental nooo no nooooo noo, i'd try to intimidate the elemental. Using the would be attack roll 2 it'd be 2+12= 14, no negative cause he'd speak in Aquan the language of water elements *fingerguns*. But i'm gonna go ahead and assumle it's got a will better than 14 anyhow. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() intimidation(pink ant): 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27
Axutain again tries to make himself appear more intimidating to the ant creature and stabs at it with his magical spear. "Detach yourself from me pitiful creature ssso I may aid my alliesss!" intimidate, Attack, attack ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() intimidation(purple ant): 1d20 + 12 - 4 ⇒ (3) + 12 - 4 = 11
Axutain hisses and stabs at the ant then attempts to stab at it several times with his magical spear hoping to hit something vital enough to break free from the damned creature that he had hoped they wouldn't need to fight at all. "Sssstay clear of watersss!" I assume it doesn't speak reptile lol so i slapped on the -4, because i'm a ruffian I can sneak attack with any simple weapon, and it counts as flatfooted if it has the intimidated condition from dread striker feat. Action Demoralize, 2 actions to attack ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() In that case i shall study both and then ready my spear. So action 1/2 study, action 3 ready returning spear Axutain sees that his allies are dealing with the front of the threat and decides to utilize his enchanted weaponry. Pulling the barnacle encrusted spear from his pack he hefts it up like an athlete would a javalin. "Blessed ancestors guide my aim." ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() roll:
occult: 1d20 + 8 ⇒ (3) + 8 = 11 Axutain studied the shrine trying to recall any strange information from his ancestors in regards to the ways of Gozreh. But the Iruxi was instead distracted by the natural beauty of the place. "We always have the antsss asss sssacrifice if nothing worksss." ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axuatain takes a second look at the basin from a different angle and his tongue flicks out tasting the air for just a moment. He pulls a small scrap of paper from his bag of holding, which thankfully keeps all his things nice and dry. "Ahh warm-friendsss perhapsss I may be of assissstance once more." He shows them all the clue. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain leads the group correctly through the ant lair towards the strange basin, but he keeps watch for any other threats due to his lack of knowledge into official religions. His studies are more along the lines of the esoteric. (Whispered) "Do you believe there isss a clue here?" ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() I believe that means Corvus has the lowest bonus with a +9 so the Gm makes a single roll for the entire group using +9, idk if that's in secret or not lemme know if I need to make it or of the bonus is different. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain looks back to the others, "Unless you have all been practicing your quiet movements it may be bessst to Follow My Lead on this one if we hope to sssneak past these skittering Warriors." probably a good idea for everyone to swap to follow the expert so we can roll a single stealth using the lowest mod of our group instead of threatening the woe of the RNGods. Benefits of the Quiet allies feat. So long as you all follow the expert and I switch back to avoid noticewe can attempt to sneak by rolling once using the lowest mod(I think sawbones) instead of us all rolling individially. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Clambering down from the ship and going over to the beheaded snake he picks it up. "Were that you took a moment before ssstriking." The Iruxi took a bite from the still warm stringy body of the snake and worked his jaws at it for a bit. He looked to the others, "Wasste not want not. I believe is how you warm-bloods sssay it?" Following Sawbones into the entrance of the cave he looked ahead. "I would sssuggest I take point in the cassse there are more... unexpecteds. That is if we are all in agreement on that matter?" He snacks on the snake as they all deliberate. I believe that would be swapping from Avoid Notice to Search which would slow us down a bit since i'm lacking the feat but might cover us from other hazards. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Diplomacy(sneks): 1d20 + 12 ⇒ (6) + 12 = 18
Reptilian:
"Please scale-kin we meant not to disturb your warm rest. If we can offer you a warm bask in a faster fashion than the hot-rock may, would you let us pass without quarrel? T'would be better than soaking yourselves in the fridge waters for revenge." Axuatain hisses and clicks towards the slithering swarm in an attempt to coax them from attacking the group. Still not sure what kind of action this is exactly. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() I think you may have linked us the wrong map. Also go ahead and act around me i'm going to have to wait until after work tomorrow to get anything proper in, as well as.. wait these are reptiles.. right?LOL let me try to calm them down with diplomacy! But yeah i will sadly not get a proper post in till tomorrow. But that allows for our glorious GM to think on my attempt of diplomacy with the scaled menace. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain tilts his head at the strange piece of paper, "Tell usss tiny Corvusss. Where did you get this map pieccce?" He scratches his scaly chin as they all examine the wheel. "Dessspite my time with the Captain, and the crew, I can not sssay I know what is truly the home of piratesss. I defer that to you." society: 1d20 + 1 ⇒ (1) + 1 = 2
The Iruxi would then head down, onto the deck to check the ship to see how much she has rotted over the years beached upon these sands. Perhaps there were more clues, perhaps the ship was more salvagable than they all believed?
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Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axuatain delighted in helping Corvus up and went about looking at the old ship. The vessel had seen better days for certain and he was a little surprised that the Andoran Navy hadn't seized her for their own use those years ago. Heading over to the back of the ship behind the wheel he gave a sigh for what was once his favorite sunning spot. "Perhapsss there isss aught in the hull ssstill yet to be claimed. I would have a dive before we leave at the very least." He kneels and places a palm on the deck, "May you sssail upon dissstant shoresss." ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain watched the others paddle their way out to the half-sunken vessel and waded back into the water quickly swimming to catch up to Corvus. "I sssee you have been practicing. If ever you need a break I may carry you." He then continues on swiftly using his paddle-like tail and webbed feet to quickly outpace the group grasping the side of the hull and hauling himself up. ath(climb): 1d20 + 10 ⇒ (15) + 10 = 25 The friendly Iruxi would offer a hand up for the crew as they approached the vessel. ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() The lizardfolk flicks his tongue through the air for a moment, and then gives a hissing laugh at Corvus. "Do not worry I will not let you drown. But yes ssship home has ssseen better years." Setting his Macahuitl down Axutain looks to Gryndle, "Ah this one has seen warmer seas after our releases from the armsss of 'jussstice'. Sunken ruins near the sand-homes of Totra. Though they were not ruins of my ancesstors it as a good recovery. The fissshes were hungry but I got the last bite." With another raspy laugh he takes a seat next to the bladed plank, soaking up the heat of the sands and the sun. He played idle with the necklace of bone-charm around his neck as he often did contemplatively years ago. "What of you all, tiny corvus has been speaking with sea spirits again? And what of less tiny Gryndle beyond keeping belly full for people and ssself?" ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Axutain slithered up to the beach head before giving himself a righteous shake down, his simple bone and shark hide clothing shirking off the water. The long claw paddle-like feet of the bizzare, by most humanoids, lizardfolk waded up to the long lost crewmen from ages past. Still the skink-like Iruxi hissed in greeting as he approached. "Ahhh Sssso good to sssee you all again. Gryndle I hope you have been eating well? It'ss a great way to keep sssscales preened and shiny." He approaches uncomfortably close to Sawbones and gives him a once over. "This one has barely aged a day, though more sssun he could ssseek. Any new treasuresss to dredge up like the good ol' days?" Catching the glint of Corvus the Lizardman's head snaps towards the tiny sprite and there is a brief moment you aren't quite sure he isn't going to lash out as if he saw a scuttling crab, before his lips part into a smile filled with jagged teeth. "Tiny Corvusss, Let usss not need to fish you out of any ssscale-siblings by the end of the day yes." Aside from the adoring bone, tooth, and shark-skin, the lizardfolk wears a large runed macuahuitl upon his back, a faintly glowing shortblade at his hip that gives Corvus an off feeling, a seaweed wrapped spear, and a bundle of short javalins held in the quiver by sinew strings. "Sssound of pessky, but shiny poultry hard to miss, but familiar enough to me that I not snatch him from air. Find friends here on ssstrange beach. The years have been kind I hope?" ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Your Name (as you want it on the chronicle): Azil
I'm not sure how the applying the stuff from this chronicle works if you need the info for my character outside of this campaign/scenario lemme know and i'll toss his info down. Axutain is officially ready for play I believe, but since he's like my 3rd character i've sat down and made in 2e if anyone would like to give him a once over that'd be awesome. GM I've taken some liberty with the Jellyfish lamp and stuffed them into a hooded lantern, the idea being he carries around a small school of the jellyfish in a hooded lantern that's been modified to hold sea water(which is refreshed from time to time of course) Basically making a dim lantern(since they work as candles) he can use during underwater exploration. If this isn't ok to do then I understand, i just thought it'd be a creative use of the 50gp ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() Ok, so when picking wealth permanent items can someone give me a bit of advice here, cause we're only allowed a single uncommon/rare choice, mine being that i'm a lizardfolk. But i'm having difficulty finding non-uncommon items that fall into the 'common' tier of items. Or are our wealth items an exception of this rule? ![]()
Male Lizardfolk Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]
![]() So i'm going down the creation list and the lizardfolk i'm looking at making is gonna be the unnerving deep diver who brings up hauls from sunken ships. He generally gives off just a creepy reptilian vibe which intimidates people.
About Farin Hogan, IIIHalfling Unchained Rogue 12/Infiltrator Ranger 4
DEFENSE
Heroes' feast for everyone! 1d8+6 temp hp for an hour; and +1 morale bonus to attack rolls and Will saves, and +4 morale bonus on poison and fear effects for 12 hours. CMD 27 (10 +12 BAB +0 Str +6 dex -1 size)
Defensive Abilities
OFFENSE
Melee (+13/+8/+3 BAB +6 Dex +1 size +1 WF)
You now have total command over 9 juvenile red dragons and Naximarra, who is an adult red dragon. The orb allows you to now be immune to red dragon breath weapons, you also have a breath (fire cone) that can be used 3 times a day 60-ft. cone, 20d10 fire damage, Reflex DC 30 half). You are also able to cast wall of fire at will. Basic Feint Full Attack:
Primary: +1 Menacing Shortsword, Secondary: +3 Dueling Shortsword (Use this if can full attack, but not able to flank OR if high Dex opponent) - Feint: +22 Bluff (+24 vs giants) vs 10+BAB+Wis or 10+Sense Motive (Skip +10 attack, +2 for dueling sword) -- If successful, target is denied Dex for rest of attacks! - Primary 2: +14 for 1d4+6+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh/ +6 Dex +1 Enh + SA + Critical Strike) - Primary 3: +9 for 1d4+6+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh/ +6 Dex +1 Enh + SA + Critical Strike) - Secondary 1: +24 for 1d4+9+6d6 +2 Str Dmg + DI(13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh + SA + Critical Strike) - Secondary 2: +17 for 1d4+9+6d6 +2 Str Dmg + DI(8 BAB -2 TWF +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh + SA + Critical Strike) Basic Flanking Full Attack:
Primary: +1 Menacing Shortsword, Secondary: +3 Dueling Shortsword (use this if flanking - use bag of tricks or Unwitting ally to gain flanking) - Primary 1: +22 for 1d4+8+6d6 +2 Str Dmg + DI (13 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA) - Primary 2: +17 for 1d4+8+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA) - Primary 3: +12 for 1d4+8+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA) - Secondary 1: +26 for 1d4+10+6d6 +2 Str Dmg + DI (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh +2 Flank / +6 Dex +3 Enh +1 trait + SA + Critical Strike) - Secondary 2: +21 for 1d4+10+6d6 +2 Str Dmg + DI (8 BAB -2 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh +2 Flank / +6 Dex +3 Enh +1 trait + SA + Critical Strike) Std Attack +3 Dueling Shortsword:
(use this if getting into position: Acrobatics to avoid, improved AC if not; maybe +1 Att bonus Boots) Attack +24 for 1d4+6+3 Dmg (13 BAB +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh) Std Attack: +1 Menacing Shortsword:
(use this if flanking, to give buddies a bonus) Attack +24 for 1d4+8+6d6 Dmg (13 BAB +6 Dex +1 size +1 WF +1 Enh +2 flanking / +6 Dex +1 Enh +1 flank trait +SA) Std Attack +1 Dagger Cold Iron:
(why are you ever using this??) Attack +21 for 1d3+6+1 Dmg (13 BAB +6 Dex +1 size +1 Enh / +6 Dex +1 Enh) Other Options/Bonuses:
Ranged (+13/+8/+3 BAB, +6 Dex, +1 size) no dex to damage Full Attack Sneak Attack (Throwing Daggers 10ft range):
Primary: +1 Returning; Secondary: +1 Cold Iron, Plain (Use if you can't close but get a full attack with sneak - like flatfooted in round 1) - Primary 1: +20 for 1d3+1+6d6 +2 Str Dmg + DI (13 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +1 Enh + SA + CS) - Primary 2: +15 for 1d3+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +SA) - Primary 3: +10 for 1d3+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +SA) - Secondary 1: +22 for 1d3+1+6d6 +2 Str Dmg + DI (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +1 Enh / + SA + CS) - Secondary 2: +17 for 1d3+6d6 +2 Str Dmg + DI (8 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +1 Enh / + SA + CS) Full Attack no sneak (Throwing Daggers 10ft range):
Primary: +1 Returning; Secondary: +1 Cold Iron, Plain (Why would you do this??) - Primary 1: +20 for 1d3+1 Dmg (13 BAB -2 TWF +6 Dex +1 size +1 Enh +1 WF / +1 Enh) - Primary 2: +15 for 1d3 Dmg (8 BAB -2 TWF +6 Dex +1 size +1 Enh +1 WF / -) - Secondary 1: +22 for 1d3+1 Dmg (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 Enh +1 WF / +1 Enh) - Secondary 2: +17 for 1d3 Dmg (8 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF / -) Full Attack Distance: Shortbow:
- Primary 1: +21 for 1d4 Dmg (13 BAB +6 Dex +1 size +1 WF ) - Primary 2: +16 for 1d4 Dmg (8 BAB +6 Dex +1 size +1 WF ) If unseen, add sneak attack damage to first arrow with +2 per dice.
Std Attack: +1 Returning Dagger (might be handy for sniping, which would include sneak):
Attack: +21 for 1d3+1 Dmg (13 BAB +6 Dex +1 size +1 Enh / +6 Dex +1 Enh) if sneak: +6d6 +2 Str + + DI Debilitating Injury (Ex):
When dealing sneak attack damage to a foe, cause it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –4 penalty to AC against all attacks made by the rogue. Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –4 penalty on all attack rolls it makes against the rogue. Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
COINS
EQUIPMENT
Wand of Heightened Awareness (46 charges)
Sipping Jacket - infused with Invisibility potion
Scroll of Haste (CL5 UMD 23)
Shortbow
STATISTICS
SKILLS
Acrobatics* +23 (+ 16 ranks +6 Dex +3 class skill +1 trait)
Appraise* +7 (+ 1 ranks +3 Int +3 class skill)
Knowledge (Arcana) +4 (+ 1 ranks +3 Int)
Linguistics* +19 (+ 13 ranks(headband) +3 Int +3 class skill)
Ride* +10 (+ 1 ranks +6 Dex +3 class skill)
Stealth* +34 (+ 16 ranks +6 Dex +3 class skill +4 size +5 competence armor)
Survival* +10 $ (+ 5 ranks +2 Wis +3 class skill)
$ +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks vs humanoids(giant)
FEATS, TALENTS & TRAITS:
FEATS Risky striker (1st Level choice) Two-weapon Fighting (Ranger 2 bonus) Weapon Finesse (UC Rogue 1 bonus) - Dex to Dmg Short Sword (Rog 3), 2nd weapon Dagger (Rog 11) Weapon Focus: Short Sword (Rogue 2 Talent) Combat Expertise (3rd level choice) Dodge(5th level choice) Mobility (Rogue 4 talent) Improved Two-Weapon Fighting (7th level choice) Two Weapon Feint (9th level choice) Quick Draw (11th level choice) Improved Two Weapon Feint (13th level choice) Endurance (Ranger 3 bonus) Extra Rogue Talent (15th level choice) TALENTS (* add effects to a rogue's sneak attack)
TRAITS
Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
SPECIAL ABILITIES:
Dueling Shortsword: This special ability can only be placed on melee weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder. Menacing:
Duelist's Vambrances Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 deflection bonus to AC while the wearer is wielding a double weapon or two weapons (not including natural weapons or unarmed attacks). In addition, once per round, when attacking with an off-handed weapon, the wearer can reduce any penalties on attack rolls made with that weapon by 2. RANGER
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Enemy: Humanoid (giant) (Ex) He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Combat Style Feat (Ex): Two-weapon combat (free feat)
UNCHAINED ROGUE
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. 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. 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. 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. 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. Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. Acrobatics
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower. 10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC. Stealth
5 Ranks: Reduce the Stealth penalty from sniping by 10. 10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the advanced talents in place of a rogue talent. HALFLING
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. BACKGROUND
With a reputation like that, the Hogan's were often hunted by many of the giant-kind. As such, the family took great care in learning to avoid detection as well as combat techniques against such large foes. Farin's father served as a consult and soldier in the fight to hold Lastwall against the hordes o fthe Hold of Belkzen, so Farin was raised in a dangerous area filled with stout and brave warriors. Many of the traits, some good and some less desirable, tended to rub off onto him. After years of participating in raids against the orcs, and occasionally some giants, Farin finally decided to strike out on his own seeking adventure and fame, looking again to make giants everywhere tremble at hearing the Hogan family name. DESCRIPTION
15 pt buy:
Level 13 15 point buy S -2 2 pt 10 +0 D +2 5 pt 18 +4 +1 4th, +1 12th C 2 pt 12 +1 I 2 13 +1 +1 8th, +1 16th W 2 12 +1 Ch +2 2 pt 14 +2 planning:
options: +1 rogue - +1d6 sneak, 8+ skills -no BAB or save increases +1 ranger - add 1 BAB, 1 save, Endurance, Favored Terrain +1 infiltrator ranger - same, plus give up terrain for 10 1 minute increments of one of the following: Humanoid (giant): low-light vision, Lunge +5 reach for -2 AC, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything. +1 unlettered arcanizt - get a familiar, get an exploit to jump 10 feet (but as part of move, so no full attack), couple spells +1 fighter - bonus feat, +1 BAB, saves, little else +1 summoner - eidolon and summon monster 5x per day flanker soem decent 1st levl spells +1 hunter - spells now, companion +1 druid - Boon companion makes it a 5th level companion Wish list
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