Surly Nobleman

Dirn Kellid's page

5 posts. Alias of Tensility&Momentum.


About Dirn Kellid

Stats:
  • Name: Dirn Kellid
  • Race: Tiefling
  • Class: Rogue
  • Level: 1
  • Str: 10 + 2 (2 pts) = 12 (+1)
  • Dex: 10 + 6 (10 pts) + 2 (Race) = 18 (+4)
  • Con: 10 + 3 (3 pts) = 13 (+1)
  • Int: 10 + 4 (5 pts) + 2 (Race) = 16 (+3)
  • Wis 10 + 3 (3 pts) = 13 (+1)
  • Cha: 10 + 2 (2 pts) - 2 (Race) = 10 (0)
  • HP: 8 + 1 (Con) = 9
  • AC: 10 + 3 (Armor) + 4 (Dex) = 17
  • Initiative: 0 + 4 (Dex) = +4
  • Fort Save: 0 (Class) + 1 (Con) = +1
  • Ref Save: 2 (Class) + 4 (Dex) = +6
  • Will Save: 0 (Class) + 1 (Wis) = +1
  • BAB: 0
  • Move: 30'
  • Light Load: ?? lbs
  • Medium Load: ??? lbs
  • Heavy Load: ??? lbs
  • Gender: Male
  • Age:
  • Height:
  • Weight:
  • Size: Medium
  • Languages: Common, Abyssal, Infernal, Draconic, Orc.
  • Alignment: Chaotic Neutral
  • XP: 0

Background:

TODO

Appearance:

TODO

Racial Traits:
  • +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
  • Darkvision: Tieflings see in the dark up to 60 feet.
  • Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
  • Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
  • Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Class Features:
  • Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.
  • Alignment: Any.
  • Hit Die: d8.
  • Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
  • Skill Ranks per Level: 8 + 3 (Int) = 11.
  • 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 (+1d6): 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.

Traits:

  • Dirty Fighter: You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough 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 an additional 1 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.
  • Canter: You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don’t phase you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Feats:

  • Weapon Finesse
    You are trained in using your agility in melee combat, as opposed to brute strength.
    Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
    Special: Natural weapons are considered light weapons.

Skills:
  • Acrobatics: 1 + 4 (Dex) + 3 (Trained) = +8/+7 *
  • Appraise: 1 + 3 (Int) + 3 (Trained) = +7
  • Bluff: 1 + 0 (Cha) + 3 (Trained) + 2 (Race) = +6
  • Climb: 1 + 1 (Str) + 3 (Trained) = +5/+4 *
  • Craft: 0 + 3 (Int) = +3
  • Diplomacy: 1 + 0 (Cha) + 3 (Trained) = +4
  • Disable Device: 1 + 4 (Dex) + 3 (Trained) + 1 (Trapfinding) = +9/+8 *
  • Disguise: 0 + 0 (Cha) = 0
  • Escape Artist: 1 + 4 (Dex) + 3 (Trained) = +8/+7 *
  • Fly: 0 + 4 (Dex) = +4/+3 *
  • Handle Animal: trained only
  • Heal: 0 + 1 (Wis) = +1
  • Intimidate: 0 + 0 (Cha) = 0
  • Knowledge (dungeoneering): trained only
  • Knowledge (local): trained only
  • Knowledge (other): trained only
  • Linguistics: trained only
  • Perception: 1 + 1 (Wis) + 3 (Trained) = +5
  • Perception (locate traps): n/a + 5 (**) + 1 (Trapfinding) = +6
  • Perform: 0 + 0 (Cha) = 0
  • Profession: trained only
  • Ride: 0 + 4 (Dex) = +4/+3 *
  • Sense Motive: 1 + 1 (Wis) + 3 (Trained) = +5
  • Sense Motive (intercept secret message): n/a + 5 (**) + 5 (Trait) = +10
  • Sleight of Hand: 1 + 4 (Dex) + 3 (Trained) = +8/+7 *
  • Spellcraft: trained only
  • Stealth: 1 + 4 (Dex) + 3 (Trained) + 2 (Race) = +10/+9 *
  • Survival: 0 + 1 (Wis) = +1
  • Swim: 1 + 1 (Str) + 3 (Trained) = +5/+4 *
  • Use Magic Device: trained only

* armor check penalty applies
** special case of normal skill

Equipment:

Combat Gear:
  • Studded leather armor (25 gp; +3; +5; -1; 15%; 30'; 20 lbs)
  • Shortbow (30 gp; 1d6; x3; 60'; 2 lbs; P; --)
  • Arrows, 20 (1 gp; --; --; --; 3 lbs; --; --)
  • Rapier (20 gp; 1d6; 18-20/x2; --; 2 lbs; P; --)
  • Dagger, cold iron (4 gp; 1d4; 19-20/x2; 10'; 1 lbs; P or S; --)
  • Sap (1 gp; 1d6; x2; --; 2 lbs; B; nonlethal)

Non-Combat Gear:

  • Explorer's Outfit (--; 8 lbs)
  • Thieves' tools (30 gp; 1 lb)

Money

  • pp: 0
  • gp: 14
  • sp: 0
  • cp: 0

Encumbrance: 39 lbs

Action Dice:
Type: d4
Number: 3

Action Dice will be used in the Campaign, gaining them as follows:

  • Level/Die Type/Number of Dice
  • 1-5 / d4 /3
  • 6-10 / d6 /4
  • 11-15/ d8 /5
  • 16-20/ d10 /6

And yes, you may earn them.
You may use them to do the following:

  • To add to any die roll (Damage, attack, saving throw, skill check).
  • To add +2 to the DC of any spell
  • To add +5 to the DC of a turn undead check
  • To add +5 to an initiative check
  • To Automatically stabilize when at -1 to -9 hp.
  • To Confirm a critical hit automatically
  • A character may spend 2 action dice with a Slashing Weapon during a critical hit on a Vampire to sever its head, as well as a character with a woode hafted piercing weapon to "stake" the vampire.
  • A character may spend 3 action dice to activate a critical hit against a construct

The DM gets action dice using the following formula (3 action dice plus the 1/2 the CR of the "biggest, baddest evil vile thing" of the adventure. The DM's Action dice are always one "step" above the PC's action dice.

Level Plan:
  • Lvl: Class; Favored Bonus; Ability Bonus; Feats; Class Features; Skills.
  • 1: Rogue 1; Skill; --; Weapon Finesse; Sneak Attack +1d6, trapfinding; Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Perception, Sense Motive, Sleight of Hand, Stealth, Swim.
  • 2: Rogue 2; Skill; --; --; Evasion, rogue talent(Trap Spotter); ...
  • 3: Rogue 3; Skill; --; Combat Expertise; Sneak attack +2d6, trap sense +1; ...
  • 4: Rogue 4; Skill; +1 Con; --; Rogue talent(Bleeding Attack), uncanny dodge; ...
  • 5: Rogue 5; Skill; --; Improved Feint; Sneak attack +3d6; ...
  • 6: Rogue 6; Skill; --; --; Rogue talent(Resiliency), trap sense +2; ...
  • 7: Rogue 7; Skill; --; Two-Weapon Fighting; Sneak attack +4d6; ...
  • 8: Rogue 8; Skill; +1 Wis; --; Improved uncanny dodge, rogue talent(Surprise Attack); ...
  • 9: Rogue 9; Skill; --; Improved Two-Weapon Fighting; Sneak attack +5d6, trap sense +3; ...
  • 10: Rogue 10; Skill; --; --; Advanced talents, rogue talent(Crippling Strike); ...
  • 11: Rogue 11; Skill; --; Two-Weapon Defense; Sneak attack +6d6; ...
  • 12: Rogue 12; Skill; +1 Dex; --; Rogue talent(Opportunist), trap sense +4; ...
  • 13: Rogue 13; Skill; --; Quick Draw; Sneak attack +7d6; ...
  • 14: Rogue 14; Skill; --; --; Rogue talent(Improved Evasion); ...
  • 15: Rogue 15; Skill; --; Greater Two-Weapon Fighting; Sneak attack +8d6, trap sense +5; ...
  • 16: Rogue 16; Skill; +1 Dex; --; Rogue talent(Defensive Roll); ...
  • 17: Rogue 17; Skill; --; Point Blank Shot; Sneak attack +9d6; ...
  • 18: Rogue 18; Skill; --; --; Rogue talent(Skill Mastery), trap sense +6; ...
  • 19: Rogue 19; Skill; --; Precise Shot; Sneak attack +10d6; ...
  • 20: Rogue 20; Skill; +1 Dex; --; Master strike, rogue talent(Slippery Mind); ...