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About Farin Hogan, IIIHalfling Unchained Rogue 12/Infiltrator Ranger 4
DEFENSE
Heroes' feast for everyone! 1d8+6 temp hp for an hour; and +1 morale bonus to attack rolls and Will saves, and +4 morale bonus on poison and fear effects for 12 hours. CMD 27 (10 +12 BAB +0 Str +6 dex -1 size)
Defensive Abilities
OFFENSE
Melee (+13/+8/+3 BAB +6 Dex +1 size +1 WF)
You now have total command over 9 juvenile red dragons and Naximarra, who is an adult red dragon. The orb allows you to now be immune to red dragon breath weapons, you also have a breath (fire cone) that can be used 3 times a day 60-ft. cone, 20d10 fire damage, Reflex DC 30 half). You are also able to cast wall of fire at will. Basic Feint Full Attack:
Primary: +1 Menacing Shortsword, Secondary: +3 Dueling Shortsword (Use this if can full attack, but not able to flank OR if high Dex opponent) - Feint: +22 Bluff (+24 vs giants) vs 10+BAB+Wis or 10+Sense Motive (Skip +10 attack, +2 for dueling sword) -- If successful, target is denied Dex for rest of attacks! - Primary 2: +14 for 1d4+6+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh/ +6 Dex +1 Enh + SA + Critical Strike) - Primary 3: +9 for 1d4+6+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh/ +6 Dex +1 Enh + SA + Critical Strike) - Secondary 1: +24 for 1d4+9+6d6 +2 Str Dmg + DI(13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh + SA + Critical Strike) - Secondary 2: +17 for 1d4+9+6d6 +2 Str Dmg + DI(8 BAB -2 TWF +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh + SA + Critical Strike) Basic Flanking Full Attack:
Primary: +1 Menacing Shortsword, Secondary: +3 Dueling Shortsword (use this if flanking - use bag of tricks or Unwitting ally to gain flanking) - Primary 1: +22 for 1d4+8+6d6 +2 Str Dmg + DI (13 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA) - Primary 2: +17 for 1d4+8+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA) - Primary 3: +12 for 1d4+8+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA) - Secondary 1: +26 for 1d4+10+6d6 +2 Str Dmg + DI (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh +2 Flank / +6 Dex +3 Enh +1 trait + SA + Critical Strike) - Secondary 2: +21 for 1d4+10+6d6 +2 Str Dmg + DI (8 BAB -2 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh +2 Flank / +6 Dex +3 Enh +1 trait + SA + Critical Strike) Std Attack +3 Dueling Shortsword:
(use this if getting into position: Acrobatics to avoid, improved AC if not; maybe +1 Att bonus Boots) Attack +24 for 1d4+6+3 Dmg (13 BAB +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh) Std Attack: +1 Menacing Shortsword:
(use this if flanking, to give buddies a bonus) Attack +24 for 1d4+8+6d6 Dmg (13 BAB +6 Dex +1 size +1 WF +1 Enh +2 flanking / +6 Dex +1 Enh +1 flank trait +SA) Std Attack +1 Dagger Cold Iron:
(why are you ever using this??) Attack +21 for 1d3+6+1 Dmg (13 BAB +6 Dex +1 size +1 Enh / +6 Dex +1 Enh) Other Options/Bonuses:
Ranged (+13/+8/+3 BAB, +6 Dex, +1 size) no dex to damage Full Attack Sneak Attack (Throwing Daggers 10ft range):
Primary: +1 Returning; Secondary: +1 Cold Iron, Plain (Use if you can't close but get a full attack with sneak - like flatfooted in round 1) - Primary 1: +20 for 1d3+1+6d6 +2 Str Dmg + DI (13 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +1 Enh + SA + CS) - Primary 2: +15 for 1d3+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +SA) - Primary 3: +10 for 1d3+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +SA) - Secondary 1: +22 for 1d3+1+6d6 +2 Str Dmg + DI (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +1 Enh / + SA + CS) - Secondary 2: +17 for 1d3+6d6 +2 Str Dmg + DI (8 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +1 Enh / + SA + CS) Full Attack no sneak (Throwing Daggers 10ft range):
Primary: +1 Returning; Secondary: +1 Cold Iron, Plain (Why would you do this??) - Primary 1: +20 for 1d3+1 Dmg (13 BAB -2 TWF +6 Dex +1 size +1 Enh +1 WF / +1 Enh) - Primary 2: +15 for 1d3 Dmg (8 BAB -2 TWF +6 Dex +1 size +1 Enh +1 WF / -) - Secondary 1: +22 for 1d3+1 Dmg (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 Enh +1 WF / +1 Enh) - Secondary 2: +17 for 1d3 Dmg (8 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF / -) Full Attack Distance: Shortbow:
- Primary 1: +21 for 1d4 Dmg (13 BAB +6 Dex +1 size +1 WF ) - Primary 2: +16 for 1d4 Dmg (8 BAB +6 Dex +1 size +1 WF ) If unseen, add sneak attack damage to first arrow with +2 per dice.
Std Attack: +1 Returning Dagger (might be handy for sniping, which would include sneak):
Attack: +21 for 1d3+1 Dmg (13 BAB +6 Dex +1 size +1 Enh / +6 Dex +1 Enh) if sneak: +6d6 +2 Str + + DI Debilitating Injury (Ex):
When dealing sneak attack damage to a foe, cause 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 –4 penalty to AC against all attacks made by the rogue. Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –4 penalty on all attack rolls it makes against the rogue. 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.
COINS
EQUIPMENT
Wand of Heightened Awareness (46 charges)
Sipping Jacket - infused with Invisibility potion
Scroll of Haste (CL5 UMD 23)
Shortbow
STATISTICS
SKILLS
Acrobatics* +23 (+ 16 ranks +6 Dex +3 class skill +1 trait)
Appraise* +7 (+ 1 ranks +3 Int +3 class skill)
Knowledge (Arcana) +4 (+ 1 ranks +3 Int)
Linguistics* +19 (+ 13 ranks(headband) +3 Int +3 class skill)
Ride* +10 (+ 1 ranks +6 Dex +3 class skill)
Stealth* +34 (+ 16 ranks +6 Dex +3 class skill +4 size +5 competence armor)
Survival* +10 $ (+ 5 ranks +2 Wis +3 class skill)
$ +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks vs humanoids(giant)
FEATS, TALENTS & TRAITS:
FEATS Risky striker (1st Level choice) Two-weapon Fighting (Ranger 2 bonus) Weapon Finesse (UC Rogue 1 bonus) - Dex to Dmg Short Sword (Rog 3), 2nd weapon Dagger (Rog 11) Weapon Focus: Short Sword (Rogue 2 Talent) Combat Expertise (3rd level choice) Dodge(5th level choice) Mobility (Rogue 4 talent) Improved Two-Weapon Fighting (7th level choice) Two Weapon Feint (9th level choice) Quick Draw (11th level choice) Improved Two Weapon Feint (13th level choice) Endurance (Ranger 3 bonus) Extra Rogue Talent (15th level choice) TALENTS (* add effects to a rogue's sneak attack)
TRAITS
Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
SPECIAL ABILITIES:
Dueling Shortsword: This special ability can only be placed on melee weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder. Menacing:
Duelist's Vambrances Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 deflection bonus to AC while the wearer is wielding a double weapon or two weapons (not including natural weapons or unarmed attacks). In addition, once per round, when attacking with an off-handed weapon, the wearer can reduce any penalties on attack rolls made with that weapon by 2. RANGER
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Enemy: Humanoid (giant) (Ex) He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Combat Style Feat (Ex): Two-weapon combat (free feat)
UNCHAINED ROGUE
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. 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. Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. 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. Acrobatics
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower. 10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC. Stealth
5 Ranks: Reduce the Stealth penalty from sniping by 10. 10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the advanced talents in place of a rogue talent. HALFLING
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. BACKGROUND
With a reputation like that, the Hogan's were often hunted by many of the giant-kind. As such, the family took great care in learning to avoid detection as well as combat techniques against such large foes. Farin's father served as a consult and soldier in the fight to hold Lastwall against the hordes o fthe Hold of Belkzen, so Farin was raised in a dangerous area filled with stout and brave warriors. Many of the traits, some good and some less desirable, tended to rub off onto him. After years of participating in raids against the orcs, and occasionally some giants, Farin finally decided to strike out on his own seeking adventure and fame, looking again to make giants everywhere tremble at hearing the Hogan family name. DESCRIPTION
15 pt buy:
Level 13 15 point buy S -2 2 pt 10 +0 D +2 5 pt 18 +4 +1 4th, +1 12th C 2 pt 12 +1 I 2 13 +1 +1 8th, +1 16th W 2 12 +1 Ch +2 2 pt 14 +2 planning:
options: +1 rogue - +1d6 sneak, 8+ skills -no BAB or save increases +1 ranger - add 1 BAB, 1 save, Endurance, Favored Terrain +1 infiltrator ranger - same, plus give up terrain for 10 1 minute increments of one of the following: Humanoid (giant): low-light vision, Lunge +5 reach for -2 AC, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything. +1 unlettered arcanizt - get a familiar, get an exploit to jump 10 feet (but as part of move, so no full attack), couple spells +1 fighter - bonus feat, +1 BAB, saves, little else +1 summoner - eidolon and summon monster 5x per day flanker soem decent 1st levl spells +1 hunter - spells now, companion +1 druid - Boon companion makes it a 5th level companion Wish list
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