Giant Frog

Giri Frogsworth's page

No posts. Alias of Dinuci.


Full Name

Giri

Race

M Grippli Rogue/10 (HP 81/81 | AC:26 (+3lb) | T:19 | FF:26 | CMB:+7 | CMD:23 | Fort: +7 | Ref: +13 | Will:+8 | Init: +9 | Perc:+17 | Speed 30)

Size

22 inch

Age

13

Languages

Common, Grippli, Boggard, Sylvan

Strength 10
Dexterity 24
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Giri Frogsworth

Character sheet:

Giri
N M Grippli Rogue (Knife master) (10)
PFS#: 131682-8
Init 9 (+7 Dex +2 Trait)

Defense
AC 26; Touch 19; Flat-Footed 26( +7 Armor Bonus +1 Size +7 Dex +1 TWD)
HP 81 (8 + 9x5 level + 9x2 Con + 10x1 Class)
Fort Save +7 (+2 Con +3 class +2 Cloak); Ref Save +13 (+4 Dex +7 Class +2 Cloak); Will Save +8 (+3 Wis +3 Class +2 Cloak)

Offense
Speed: 30ft, 20ft climb

[+7 Dex +1 trait +1 MW +2 Ench +1 WF +1 IS +7/+2 BAB]

Melee: Dagger
Atk: 1d20 +20* (19x2)| Dmg: 1d3 + 7 + 1 + 5d8 (+4 Dex +1 Trait + 5d8 Sneak)
Second Atk: 1d20 +15* (19x2)| Dmg: 1d3 + 7 + 1 + 5d8

Offhand: Dagger
Atk: 1d20 +20* (19x2)| Dmg: 1d3 + 7 + 1 + 5d8
Second Atk: 1d20 +10* (19x2)| Dmg: 1d3 + 7 + 1 + 5d8
*Without two weapon fighting penalty

Ranged: Net
Atk: 1d20 +15 (+7 dex +7/+2 BAB +1 Size)

Statistics
Str 10, Dex 24, Con 14, Int 12, Wis 10, Cha 14 (-2 Str +2 Dex +2 Wis)
Base Atk +7/+2; CMB +6 (0 Str +7 BAB -1 Size); CMD 23 (10 0 Str +7 Dex +7 BAB -1 Size)

Feats (Other):
- Two weapon fighting
- Quick draw
- Two-Weapon Defense
- Double slice
- Skill focus (stealth)
- Hellcat Stealth (You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty. )
- Improved Two-Weapon Fighting

Traits (Racial):
- Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
- Weapon Familiarity: Gripplis are proficient with nets.
- Darkvision: Gripplis can see perfectly in the dark up to 60 feet.
- Glider: Treat distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen.

Traits (Other):
- River Rat: You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
- Reactionary: You gain a +2 trait bonus to Initiative checks.

Skills:
- Craft (All) +0 (+0 Int)
- Diplomacy +2 (+2 Cha)
- Escape Artist +2 (+4 Dex -2 ACP)
- Fly +2 (+4 Dex -2 ACP)
- Heal +3 (+3 Wis)
- Intimidate +2 (+2 Cha)
- Ride +2 (+4 Dex -2 ACP)
- Swim -2 (-1 Str -2 ACP +1 Trait)

Skills trained:
- Acrobatics +17 (10 Rank +3 Class +4 Dex)
- Appraise +12 (8 Rank +3 Class +1 Int)
- Bluff +10 (5 Rank +3 class +2 Cha)
- Climb +21 (10 Rank +3 Class +8 Climb)
- Disable Device +17 (10 Rank +3 Class +4 Dex)
- Knowledge (Local) +5 (1 Rank +3 Class +1 Int)
- Perception +17 (10 Rank +3 Class +3 Wis) [Without canny observer +4]
- Profession (Fisherman) +4 (1 Rank +3 Class +0 Int)
- Sense Motive +11 (5 Rank +3 Class +3 Wis)
- Sleight of Hand +17 (10 Rank +3 Class +4 Dex) [Without +5 for light weapons]
- Stealth +27 (10 Rank +3 Class +4 Dex +4 Size +6 SF) [Without forest/swamp bonus +4]
- Survival +13 (10 Rank +3 Wis)

Skills Rogue's edge:
Climb:
5 Ranks: You are no longer denied your Dexterity bonus when climbing.

10 Ranks: You gain a natural climb speed (but not the +8 racial bonus on Climb checks) of 10 feet, but only on surfaces with a Climb DC of 20 or lower.

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.

Languages: Common, Grippli, Boggard, Sylvan

Equipment:
Combat gear:
- Adamantine Dagger +2 x2 (11002gp, 0.5lbs.),
- Net x2 (20gp, 3lbs.)

Wearing:
- Nimble Mithral Shirt +3 [4|8|0] (11100gp, 12.5lbs),
- Explorer's outfit (-gp, 2lbs.),
- Belt of Dex +6(18000gp, 1lbs.),
- Cracked pale green prism (4000gp, -lbs.),
- Cloak of resistance (4000gp, 1lbs.)

Inventory:
- Handy haversack(2000gp, 5lbs.)
- Acid flask x1 (10gp, 1lbs.)
- Fishing kit (0.5gp, 3lbs.)
- Belt Pouch (1gp, 0.13lbs.)
- Chalk [10] (0.01gp, -lbs.)
- Flint and steel (1gp, -lbs.)
- Trail rations [4] (2gp, .5 lbs.)
- Waterskin (1gp, 1lbs.)
- Toad, Vision (10gp, -lbs.)
- Wayfinder (250gp, 1lbs.)

Encumbrance: light load, (Light Load up to 33lbs., Medium up to 66lbs., Heavy up to 100lbs.)
Money: 900gp 4sp 0cp

Class Info
Favored class: Unchained Rogue (Knife master)
Favored class bonus: Unchained Rogue (Knife master) (+1 hp)

Rogue talents:
- Weapon training (weapon focus)
- Fast Stealth (full move with stealth)
- Combat trick
- Combat trick
- Hide in plain sight (urban)

Hidden Blade:

A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.

Sneak Stab (Ex)

A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

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.

Blade Sense (Ex)

At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.

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.

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.

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.

Background:

Giri has grown up in a small tribe of Gripplis in a rich and prosperous family. He is one of the many sons of the family and thus has to work extremely hard to even be recognized by them. The townsfolk love him for all that he does for them, this is not enough for Giri however. He wants to be recognized and loved by his family.

The small toadlike man is a master hunter. hunts in the tops of trees for the larger insects. From the cover of leaves he jumps and plunges his daggers in any unlucky insect he happens to find mid-air. His weird webbed feet and hands allow him to safely glide to another tree to go in for another kill. Because of his skills and his good name among the tribe, Giri is often asked to scout the surroundings of the tribe’s homeland. He has often encountered strangers from other parts of the world, he has never dared to get too close though.

Giri is often accompanied by his best friend, going back to hunting school. His friend, Birk, helps him hunt by collecting slain prey. Birk is one of three people tied to Giri by fate. Another is a man he met during one of his scouting trips. The first time he spotted an outsider. The person made fire out of thin air and huts out of small objects. He called the elements and they responded. Giri stood motionless in pure awe and terror of the person. The third person is one of his family members. His brother, Rikt. Giri never felt the love of his parents. Not because he wasn’t good enough, but because of his jealous brother. He made every achievement seem like Giri stole or cheated. He made every accomplishment seem like Giri bought off the people to get to his parents.

There is more to Giri than his family, friends and tribe though. He has a lust to go out into the open world, to prove himself and to see what more the world has to offer. He, like many of his brethren, is drawn by metals and gems. Something their race is unable to produce. His wish is to set out into the wide world to come back to his tribe with riches beyond everyone’s dreams. He wishes to see every environment the world has to offer, he himself only knowing swamps.

Though Giri is popular among his tribe and friends he also has a somewhat darker secret. He always has a small toad with him. The toad itself isn’t a secret, the venom the toad produces however is. Giri, when no one’s around, tends to lick the toad to start hallucinating. He manages to hide this secret very well, often being away on long scouting trips alone.

Personality & appearance:

Giri loves brightly colored clothing, but wears it only for decoration, or for the sake of having pockets. Giri normally wears a loincloth with a beltpouch attached and a chainmail shirt. His speech is slurred with croaks, groans, clicks, and squeaks, making it very hard to understand him. He gets very shifty and nervous around strangers, rather staying in the shadows. He is a very friendly person and likes to share everything he gets if you get to know him however.

Plans:

- Tongue feat
- Combat trick
- Rogue's edge stealth level 15 for 5 foot step stealth and full attack

http://paizo.com/threads/rzs2pw4k?Grippli-rogue-build-need-advice

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots -of-striding-and-springing

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak -of-arachnida