Corlina

Blaze Darkstone's page

39 posts. Alias of Pete H..


Race

| HP: 11/11 | AC/Tch/FF 16/14/13 (+4 vs. giants) | CMD 12 | F/R/W +3/+5/+0 (+2 vs. illusions)

Classes/Levels

| Speed 20ft | Perc: +6 (+1 vs. traps, Low-Light), SM: +0 | Init: +5

Gender

CN Gnome Rogue 1 | Mods: Feather Fall

About Blaze Darkstone

Scenario Notes: NA

To Buy/Do: NA

Intro/description/etc...

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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SPELLCASTING
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Caster Level 1 Concentration Check +4, Spell Penetration +1

Gnome Spell Like Abilities All are 1/day
Dancing Lights: Creates Torches or other movable Lights for 1 minute.
Ghost Sound: Create Illusory Sounds to Distract (Will save DC 13).
Prestidigitation: Perform a variety of useful out of combat things.
Speak with Animals: You can communicate with animals.
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OFFENSE
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Base Atk +0, CMB -1
Melee Hatred +1, Sneak Attack +1d6
Cold Iron Short Sword +4 (1d4, 19-20x2, P/Cold Iron)
[dice=Cold Iron Short Sword]1d20+4[/dice] for [dice=P/Cold Iron]1d4[/dice]
[dice=Cold Iron Short Sword + Flanking]1d20+4+2[/dice] for [dice=P/Cold Iron + Sneak Attack]1d4+1d6[/dice]

Alchemical Silver Short Sword +4 (1d4-1, 19-20x2, P/Silver)
Sap +4 (1d4, 20x2, Bludgeoning, Non-lethal)
Club +4 (1d4, 20x2, Bludgeoning)
Sickle +4 (1d4, 20x2, Slashing)

Ranged Hatred +1, Sneak Attack +1d6
Javelin +4 (1d4+2, 20x2, Piercing, 30 ft range)
[dice=Javelin vs. FF]1d20+3[/dice] for [dice=Piercing + Sneak Attack]1d4+1d6[/dice]

Acid Flasks +4 Hit vs. Touch, 1d6 Acid Damage +1 Splash, x2 Crit, 10 ft Range
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STATISTICS
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Str 10, Dex 16, Con 16, Int 8, Wis 10, Cha 16
AC Calc 2 Armor, 3 Dex, 1 Size, +4 vs. Giants
HP Calc 1) 8, Con 3
Save Calc Base +0/+2/+0, Ability +3/+3/+0
Feats: 1) Weapon Finesse
Traits: Reactionary, Serpent Chaser (twf)
Favored Class: 1) Skill Point
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Skills:
[dice=Acrobatics]1d20+7[/dice]
[dice=Appraise]1d20-1[/dice]
[dice=Bluff]1d20+3[/dice]
[dice=Climb]1d20[/dice]
[dice=Craft: Anything]1d20-1[/dice]
[dice=Diplomacy]1d20+7[/dice]
[dice=Disable Device + MW Thieve's Tools]1d20+8+2[/dice]
[dice=Disguise]1d20+3[/dice]
[dice=Escape Artist]1d20+3[/dice]
[dice=Fly]1d20+3[/dice]
[dice=Handle Animal]1d20+3[/dice]
[dice=Heal]1d20[/dice]
[dice=Intimidate]1d20+3[/dice]
[dice=Knowledge: Dungeoneering]NA[/dice]
[dice=Knowledge: Local]1d20+3[/dice]
[dice=Perception]1d20+6[/dice] +1 vs. Traps
[dice=Perform: Any]1d20+3[/dice]
[dice=Profession: Engineer]1d20+6[/dice]
[dice=Ride]1d20+3[/dice]
[dice=Sense Motive]1d20[/dice]
[dice=Sleight of Hand]1d20+3[/dice]
[dice=Stealth]1d20+11[/dice]
[dice=Survival]1d20[/dice]
[dice=Swim]1d20[/dice]
[dice=UMD]1d20+7[/dice]

Languages: Common, Gnome, Sylvan
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EQUIPMENT AND GOLD
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On person: 4 Trail Rations (2g, 1lb), Leather Armor (10g, 7.5lb),
Cold Iron Short Sword (20g, 1lb), 2 Javelins (2g, 2lb),
Alch Silver Short Sword (30g, 1lb), Waterskin (1g, 1lb), Ink (8g, -),
Inkpen (1s, -), 5 sheets Parchment (1g, -), MW Thieve’s Tools (100g, 2lb),
Sap (1g, 1lb), Light Mace (5g, 2lb), 2 Acid Flasks (20g, 2lb),
Explorer’s Outfit (0g, 2lb), Ring of Feather Fall, Everburning Torch (110g)
Left at Lodge: Sickle (6g, 1lb)
Starting GP: 21 gold 8 silver 3 copper
Weight Carried: 24.5 lbs + 0 lbs carried
Carrying Capacity: Light (24.75), Medium (49.5),
Heavy (75), LoH (75), Lift (150), Drag/Push (450)
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APPEARANCE
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Height 3’10”
Weight 45
Age 35 (40 is adulthood)
Eye Color Dark Brown
Hair Color Black
Skin Tone Dark Brown
Region of Origin Born and Raised in Magnimar
Deity The Lantern King
Favorite meal Vanilla Ice Cream w/ Chocolate Sauce

Special Abilities:

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Defensive Training: Gnomes get a +4 dodge bonus to their AC against monsters of the giant type.

Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

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

Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
Non-Combat
Sneaky-sneak with stealth. Con-Fi-Dence is KEY in everything!
Combat
If go first, whip a dart at the unsuspecting enemy’s face (sneak attack!) If go second, draw shortsword and work towards a flanking position.

Daily Preparation:

Take a little over an hour to do the following
Practice whatever new skill is fitting his fancy at the moment (juggling maybe?)
Eat some breakfast and make sure his dreads are amaaaaazing.

Private Information:
Actual name is Puddlefoot Pricknettle. Obviously that is not cool enough so he took on a short little lie.