About Brezik ArkennslagMale Dwarven Unchained Rogue 6
Defense
Offense
Statistics
Special Qualities:
Crafters Proficiency: The Unchained Rogue is both a proven craftsman and capable fighter. At 1st level the rogue gains proficiency with ANY Martial weapon or buckler he personally crafts. At 3rd level the rogue gains proficiency with any medium armor or light shield he personally crafts. At 7th level the rogue becomes proficient with any exotic weapon or heavy shield he personally crafts. At 12th level the rogue becomes proficient with any Heavy Armor or tower shield he personally Crafts. This replaces "Finesse Training". 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. 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. 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)(Craft Armor): 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. With sufficient ranks in Craft, you earn the following. 5 Ranks: When determining your weekly progress, double the result of your Craft check before multiplying the result by the item's DC. 10 Ranks: You do not ruin any of your raw materials unless you fail a check by 10 or more. 15 Ranks: When you determine your progress, the result of your check is how much work you complete each day in silver pieces. 20 Ranks: You can craft magic armor, magic weapons, magic rings, and wondrous items that fall under your category of Craft using the normal Craft rules.
Skills:
Situational Bonuses +3 perception and disable device when it comes to traps +2 perception to avoid being surprised +2 perception to notice unusual stonework +2 all Craft or Profession checks related to metal or stone -3 encumbrance penalty to all str and Dex skills while carrying backpack Trained
Untrained
Spells:
Rogue Talents:
Minor Magic: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent. Combat Trick: A rogue who selects this talent gains a bonus combat feat. Umbral Gear: As a standard action while in an area of dim light or darkness, a rogue with this talent can coalesce wisps of shadow into a quasi-real, functional item. The rogue must choose whether to make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The rogue can use such items for a number of minutes per day equal to 10 plus her rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments. An item created with this ability remains until the rogue is no longer touching it, or until the rogue runs out of duration for this talent, at which time it dissolves. A rogue can select this talent more than once, gaining an additional 10 minutes of duration each time this talent is selected. If a rogue has selected this talent at least twice, she adds 50 feet of silk rope with a grappling hook, a masterwork light melee weapon with which she is proficient, and masterwork thieves’ tools to the list of things she can create. Feats:
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Skill Focus(Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Craft Magic Arms and Armor (Item Creation): You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. See magic item creation rules for more information. Arcane Strike (Combat): As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Traits:
Character •Clever Wordplay(social): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. •Pragmatic Activator (Magic): You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Race
•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Defense Racial Traits
Feat and Skill Racial Traits
Senses Racial Traits
•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.
Current encumbrance: light:
4 lbs. Artisans outfit 15 lbs. +2 Mithril Chainshirt 2 lbs. Wrists Sheaths 1 lbs. belt pouch 35 lbs. Tool Belt 17 lbs. back pack 74 lbs. Total
Breziks Backpack (17 lbs.):
Bag of Holding inside a backpack 20 lbs. tent (small) 5 lbs. bedroll 10 lbs. Anvil 10 lbs of snacks and goodies 57gp Random treats and food stuffs 16 lbs. cooking kit (Qina's) 1 lbs. mess kit 4 lbs. waterskin 4 lbs. waterskin 4 lbs. Grappling Hook 4 lbs. Throwing hammers x2 30 lbs. Hemp Rope x150ft 6 lbs. Heavy Pick 5 lbs. Artisan Masterwork blacksmith tools +2 bonus to blacksmithing 5 lbs. Masterwork Leather mans tools 4.5 lbs.gp Chroniclers kit 16 lbs. folding ladder 2 lb. Ear trumpet 4 lb. coffee pot 8 lb Shovel 5 lb Crowbar 3 lb Saw and drill 3 lb 3 lb Bellows 3 lb 1 lb Merchant Scale 1 lb 2 lbs Iron spikes x2 16 lbs Pitons x4 5 lbs waffle Iron 2.5 lbs. twine x5 202 lbs. out of 250 Brezicks Tool belt (35 lbs.):
2 lbs. Master work Thieves tools 6 lbs. light warhammers x3 5 lbs. War Hammer 6 lbs. +1 Great axe 6 lbs. light steel shield 8 lbs. Dwarven War axe Brezik's Beltpouch(1 lb.):
- lbs. chalk x5 .5 lbs. Compass - lbs. Glass cutter Breziks Bandoliers:
-2x Potion of invisibility -2x Potion of Cure Moderate Wounds -1x Potion of stabilize -Sovereign Glue x1 dose Brezik is loyal, brave, kind, and self sacrificing to a fault. He genuinely wants people to like him, he just has no idea how you do that. sooo... 5 Charisma... eh:
Brezik is a stout young dwarf who is strong of arm and odor. He spends long hours working at a hot forge but isn't too hot on washing up as much as he should. Brezik is almost always laden down with his tool belt (yes, you can see his but crack... he is constantly pulling his belt up but it seems to have very little effect) and backpack both loaded down with more tools than anyone should ever be carrying. You can always count on him to have a snack at hand and somehow manage to get more food into his beard then into his mouth. If by some miracle he doesn't have a snack on hand he is most likely absent mindedly plucking the remains of a past meal out of his beard and eating it now. Let's not discuss the fact that he will talk with food in his mouth often. Being a dwarf raised among humans he's been exposed to two different styles of joking and really doesn't understand either kind... He's always telling jokes of his own that only he gets and stopped caring a long time ago if anyone else does or does not. Add to that the fact that he's loud and boistorous and not particularly aware of how his actions and presence effects others can make him a little tough to be around.
Background Points:
Points that capture the concept and story of the character.
Goals that you'd like the character to accomplish in-game.
Secret, the PC keeps to himself.
Key memories that define your character as the person they are.
A fear or paranoia that causes your character to shiver, cower, or panic.
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