Adventurer

Frizz Doctrina's page

593 posts. Alias of Mirko Rainer.


Full Name

Frizz Doctrina

Race

| CrossBow Bolts: 10 |

Classes/Levels

Acro(E) +14, Arcn(T) +11, Athl(T) +7, Crft(T) +11, Dcptn(E) +12, Dplmcy(T) +10, Intim(U) +2, Lore: Eng./Azlant(E) +13, Med(E) +11, Occult(T) +11, Prfrmnc(T) +10, Society(T) +11, Stlth(E)) +14, Thvry(E) +14

Gender

NG | Gnome Rogue 6 | AC 22 Nimble Dodge | HP 74/74 | Resistance: Negative 2, Fire 5 | Fort(T) +11 | Ref(E) +14 | Will(E) +11 | Perc: +11 (+13 Init)| Low-Light Vision | Speaks Azlanti

About Frizz Doctrina

Gnome Rogue 6
NG, Small, Gnome, Vivacious Gnome, Humanoid
Low-Light Vision
Perception +11 (+13 Initiative)
[dice=Perception ]1d20+11[/dice]
[dice=Perception (Init) ]1d20+13[/dice]
[dice=Perception for Traps ]1d20+12[/dice]
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AC 22;
+1 to AC/Saves vs Traps
+2 circumstance bonus to AC/Saves vs Traps triggered when disarming

Fortitude +11;
[dice=Fortitude]1d20+11[/dice]
Reflex +14;
[dice=Reflex]1d20+14[/dice]
Will +11;
[dice=Will]1d20+11[/dice]

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Speed 25 feet
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STR -1
DEX +4
CON +3
INT +3
WIS +1
CHA +2

Languages
Common, Gnomish, Azlanti, Sylvan

Reactions:

Unexpected Shift
Trigger You would take damage from an attack, spell, or other effect.
Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.

Nimble Dodge
Trigger A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Attacks:

[dice=Sneak Attack]2d6[/dice]

[dice=+1 Sickle (1)]1d20+15[/dice]
[dice=+1 Sickle (2)]1d20+11[/dice]
[dice=+1 Sickle (3)]1d20+7[/dice]
[dice=+1 Sickle Trip vs Reflex DC(1)]1d20+8[/dice]
[dice=+1 Sickle Trip vs Reflex DC(2)]1d20+3[/dice]
[dice=+1 Sickle Trip vs Reflex DC(3)]1d20-2[/dice]
[dice=Sickle (S+Acid) Damage]1d4+4+1d6[/dice]

[dice=+1 Whip NL(1)]1d20+6[/dice]
[dice=+1 Whip NL(2)]1d20+1[/dice]
[dice=+1 Whip NL(3)]1d20-4[/dice]
[dice=+1 Whip NL Damage]1d4+4[/dice]
[dice=+1 Whip (1)]1d20+4[/dice]
[dice=+1 Whip (2)]1d20-1[/dice]
[dice=+1 Whip (3)]1d20-6[/dice]
[dice=+1 Whip (S)Damage]1d4+4[/dice]
[dice=+1 Whip Trip vs Reflex DC(1)]1d20+8[/dice]
[dice=+1 Whip Trip vs Reflex DC(2)]1d20+3[/dice]
[dice=+1 Whip Trip vs Reflex DC(3)]1d20-2[/dice]
[dice=+1 Whip Disarm (1)]1d20+8[/dice]
[dice=+1 Whip Disarm (2)]1d20+3[/dice]
[dice=+1 Whip Disarm (3)]1d20-2[/dice]

[dice=Light Crossbow (1)]1d20+15[/dice]
[dice=Light Crossbow (2)]1d20+10[/dice]
[dice=Light Crossbow (3)]1d20+5[/dice]
[dice=Light Crossbow (P)Damage]1d8[/dice]

Skills:

[dice=Acrobatics (E)]1d20 +14 [/dice]
[dice=Arcana (T)]1d20 +11 [/dice]
[dice=Athletics (T)]1d20 +7 [/dice]
[dice=Crafting (T)]1d20 +11 [/dice]
[dice=Deception (E)]1d20 +12 [/dice]
[dice=Diplomacy (T)]1d20 +10 [/dice]
[dice=Intimidation (U)]1d20 +2 [/dice]
[dice=Lore:Engineering (E)]1d20 +13 [/dice]
[dice=Lore:Azlant (E)]1d20 +13 [/dice]
[dice=Medicine (E)]1d20 +11 [/dice]
[dice=Nature (U)]1d20 +1/b] [/dice]
[dice=[b]Occultism (T)
]1d20 +11 [/dice]
[dice=Performance (T)]1d20 +10 [/dice]
[dice=Religion (U)]1d20 +1 [/dice]
[dice=Society (T)]1d20 +11 [/dice]
[dice=Stealth (E)]1d20 +14 [/dice]
[dice=Survival (U)]1d20 +1 [/dice]
[dice=Thievery (E)]1d20 +14 [/dice]
Circumstancial Checks
[dice=Crafting for Glassworking(T)]1d20+10 [/dice]

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Items:
Worn:

Ring of Fire Resistance(5)
Padded Armor
Bandolier (Scroll of Charm, Feather Token, Wondrous Figurine (Onyx Dog), Alchemist's fire, Flask of acid)
Thieves' Tools (worn)
Book Bag
+1 Sickle
+1 Light Crossbow
+1 Whip
Feather Token (Ladder) (worn)
Necklace of Fireball I (One 6d6, two 4d6 (DC 21))

BackPack(BookBag):

flask of acid (2)
tanglefoot bag
Snare Kit
Healer's Tools
Bedroll
Soap
Flint and Steel
Waterskin
Signal Whistle
Candle x5
Wand of Unseen Servant
Masterwork Snorkel


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Build]
Level 1:
Tinker Background - You're trained in the Crafting skill, and the Engineering Lore skill. Specialty Crafting (Glassworking).

Vivacious Gnome - You gain negative resistance equal to half your level (minimum 1). When you have the doomed condition, the condition affects you as if its value was 1 lower than it actually is (doomed 1 has no effect, doomed 2 causes you to die at dying 3, and so on).

Unexpected Shift - Reaction: Trigger You would take damage from an attack, spell, or other effect. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.

Risky Surgery - Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Trap Finder - You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Thief Racket Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

Sneak Attack Deals 1d6 extra precision damage to flat-footed creatures.

Suprise Attack On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Level 2Ma
Nimble Dodge- You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Wary Disarmament - If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

Level 3
Ward Medic - You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Incredible Initiative - You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Level 4
Assurance (Medicine) - Take 10 on Medicine Checks

Tumble Behind - You tumble under and behind your foe to catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn.

Level 5
Continual Recovery - You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Gnome Obsession (Azlant) - You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them.

Level 6
Twist the Knife - After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.

Unmistakable Lore - You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.