Gambler

Cogstadt Locksmith's page

219 posts. Organized Play character for spinningdice.


Full Name

Cogstadt Locksmith

Race

Dwarf

Classes/Levels

Rogue 4/Investigator 1

Stats:
HP 38/38 | AC19/T13/F16 | F+3/R+9/W+5 | Spd 20 | Init +3 | Inspiration 0/2

Gender

Male

Size

Medium

Age

53

Alignment

Neutral Good

Deity

Torag

Languages

Dwarf, Common, Goblin, Gnome, Azlanti

Occupation

PFS 7321-1

Strength 12
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Cogstadt Locksmith

Cogstadt Locksmith
Male dwarf investigator 1/rogue 4 (Pathfinder RPG Advanced Class Guide 30)
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 dexterity)
hp 38 (5d8+10)
Fort +3, Ref +9, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, trap sense +1, uncanny dodge
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Offense
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Speed 20 ft.
Melee dagger +6 (1d4+1/19-20) or
. . rapier +6 (1d6+1/18-20) or
. . warhammer +4 (1d8+1/×3)
Ranged +1 light crossbow +5 (1d8+1/19-20)
Special Attacks hatred, sneak attack +2d6
Investigator Spells Prepared (CL 1st; concentration +2)
. . 1st—cure light wounds, true strike
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Statistics
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Str 12, Dex 16, Con 14, Int 13, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Deft Hands, Point-blank Shot, Precise Shot, Weapon Finesse
Traits armor expert, observant
Skills Appraise +8 (+10 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +9 (+10 to create alchemical items), Craft (traps) +3, Disable Device +14, Escape Artist +4, Knowledge (arcana) +5, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +6, Perception +11 (+13 to notice unusual stonework), Sense Motive +8, Sleight of Hand +8, Stealth +8, Use Magic Device +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Azlanti, Common, Dwarven, Gnome, Goblin
SQ alchemy, inspiration, rogue talent (finesse rogue, trap spotter), trapfinding +2
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of restoration, lesser, acid (2), alchemist's fire; Other Gear mwk noqual breastplate, +1 light crossbow, crossbow bolts (20), dagger, rapier, screaming bolt, warhammer, backpack, bedroll, belt pouch, chalk, crowbar, flint and steel, hemp rope (50 ft.), thieves' tools, masterwork, trail rations (5), waterskin, 2,204 gp, 8 sp, 9 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of cure moderate wounds Add this item to create a potion of a chosen spell.
Potion of restoration, lesser Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Lockstadt was happy to live a simple Locksmith, but his young wife and his shop were burned to the ground by bandits.
After stalking them down and ending thier lives one by one he begain to adventure to protect those weaker than himself and put his skills to use as he can.
One day he may settle down again, but that day is not today.

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