Ratfolk Troubleshooter

Brivenz Glimttyv's page

No posts. Alias of trawets71.


Full Name

Brivenz Glimttyv

Race

Ratfolk

Classes/Levels

Rogue 6| AC 22 T 17 FF 17 | HP 57/57 | F +4 R +9 W +5 | Init +4 | Perc +12/+15 v Traps

Gender

Male

Size

Small

Alignment

CN

Strength 12
Dexterity 19
Constitution 14
Intelligence 14
Wisdom 13
Charisma 12

About Brivenz Glimttyv

Character Sheet:

Humanoid (ratfolk)
Size Small
Init +4; Senses darkvision 60; Perception +7/+8 Traps

DEFENSE

AC 22, touch 17, flat-footed 17 (+5 armor, +1 deflection, +1 dodge, +4 dex, +1 size)
hp 57 (6d8+18)
Fort +4, Ref +9, Will +5

OFFENSE
Speed 20 ft.
Ranged: Shortbow +10 (1d4/X3) range 60’
Melee: +1 Mithral Shortsword +11 (1d4+5/19-20/X2) or +1 Mithral Shortsword +9 (1d4+5/19-20/X2) and +1 Cold Iron Short Sword +9 (1d4+3/19-20/X2) and Mithral Tailblade +5 (1d2+1/X2)
Melee: Mwk Dagger +10 (1d3+1/19-20/X2)

Statistics

Str 12, Dex 19, Con 14, Int 14, Wis 13, Cha 12
Languages: Common, Goblin, Orc, Undercommon
Base Atk +4; CMB +0; CMD 14

Skills
Acrobatics +13 (6), Appraise +6 (1), Bluff +10 (6), Climb +5 (1), Disable Device +16 (6), Disguise +5 (1), Escape Artist +13 (6), Intimidate +7 (3), Kn: Local +8 (3), Kn: Dungeoneering +8 (3), Linguistics +6 (1), Perception +12 (6), Sense Motive +7 (3), Sleight of Hand +7 (1), Stealth +17 (6), Swim +5 (1), UMD +12 (6) Total: 60

Favored Class: Rogue +1 hp per level.

Rogue Abilities:

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.

3rd: Short Sword

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.

2nd: Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

4th:Minor Magic (Sp): 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.
Detect Magic

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.

Shield

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.
5th: Acrobatics

Feats and Traits:

FEATS
1-Weapon Finesse (class bonus)
1-Dodge (campaign bonus)
1-Two Weapon Fighting
3-Weapon Focus: Shortsword
5-Combat Reflexes

RACIAL TRAITS

+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.

Ratfolk: Ratfolk are humanoids with the ratfolk subtype.

Small: Ratfolk are Small 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 CMD, and a +4 size bonus on Stealth checks.

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

Darkvision: Ratfolk can see in the dark up to 60 feet.

Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

TRAITS

Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Gear:

+1 Mithral Shirt 2100gp (10#), +1 Mithral Short Sword 2510gp (.5#), +1 Cold Iron Short Sword 4320gp (1#), Mwk Dagger 302gp (.5#), Mithral Tailblade 125gp (.125), Mwk. Composite Short Bow 375gp (1#), 20 Arrows 1gp (1.5#), Handy Haversack 2000gp (5#), Mwk. Thieves’ Tools 100gp (2#), Traveler's Any-Tool 250gp (2#), Bedroll .1gp (1.25#), Belt pouch 1gp (,125#), Caltrops 1gp (2#), 10 Chalk .1gp, Crowbar 2gp (5#), Flint and Steel 1gp, Grappling hook 1gp (4#), Mess kit .2gp (1#), Mirror 10gp (.5#), 10 Pitons 1gp (5#), Rope 1gp (10#), 5 Sacks .5gp (.625#), Soap .01gp (.5#), 5 Trail rations 2.5gp (1.25#), Waterskin 1gp (1#)

Ring of Protection +1 2000gp, Boots of the Cat 1000gp (1#)

Wand of Cure Light Wounds (50) 750gp

144 GP 5 SP 9CP

Total: 19.625# 57.3/64.5/97.5

Backstory:

Brivenz was born under the largest city in the land. Names don’t matter down in the sewers and caverns. He was the last born of his litter and his elder siblings were always looking out for him, even if he didn’t want or need them to. They followed him everywhere and “helped” out.

He found a way down and out after sneaking out while the others slept. He skirted the Darklands and surface moving back and forth until he was far way. He’d take jobs from either to the other, frequently acting as a guide as he was at home in both worlds.

Daily Resources:

Shield 3X/Day Used: 0

Dice:

[dice=Shortsword]1d20+5[/dice] [dice=Damage]1d4+1[/dice]
[dice=Tailblade]1d20+0[/dice] [dice=Damage]1d2+1[/dice]
[dice=Dagger]1d20+5[/dice] [dice=Damage]1d3+1[/dice]
[dice=Shortbow]1d20+5[/dice] [dice=Damage]1d4[/dice]

[dice=Acrobatics]1d20+7[/dice]
[dice=Appraise]1d20+6[/dice]
[dice=Bluff]1d20+4[/dice]
[dice=Disable Device]1d20+8[/dice]
[dice=Kn: Local]1d20+6[/dice]
[dice=Linguistics]1d20+6[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Perception Traps]1d20+8[/dice]
[dice=Sleight of Hand]1d20+7[/dice]
[dice=Stealth]1d20+11[/dice]
[dice=UMD]1d20+6[/dice]
[dice=Fort Save]1d20+2[/dice]
[dice=Reflex Save]1d20+6[/dice]
[dice=Will Save]1d20+2[/dice]