Giant Frog

Glub Glub, The Drowned Frog's page

114 posts. Alias of rpblue.


Full Name

Glub Glub, The Drowned Frog

Race

Resources:
Snowball: 2/2

Classes/Levels

Active Spells/Abilities:
6 Dex Drain (12 Dex left)

Gender

HP: 8/51 | AC 17* | T 12* | FF 16 | Fort +5 | Ref +6* | Will +6 | CMD 16 | Init +4 | Per. +12 (+3 traps/surprise attacks) | Sense Motive +4 | Acrobatics +16 | Climb +14 | Disable +16 | Escape +14 | Kn. (D) +9; (L) +11 | Stealth +18 | Swim +7 | UMD +9

About Glub Glub, The Drowned Frog

Male Grippli UC Rogue 5
CN Small Humanoid (grippli)
Initiative +4;

Defense::

AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
HP 51 (6d8+12+6)
Fort +4, Ref +9, Will +5
Defensive Abilities

Offense::

Speed 30 ft.
Melee +1 rapier +10 (1d4+4)
Melee masterwork net +10 (--)
Ranged hand crossbow +9 (1d3)
Special Sneak Attack-3d6

Statistics::

Str 8, Dex 18, Con 14, Int 14, Wis 16, Cha 8
Base Attack +4; CMB +2; CMD 16
Feats: Two-Weapon Fighting, Weapon Finesse, Catch Off-Guard, Throw Anything, Net Adept, Net and Trident
Skills (60 Ranks)
Acrobatics +16; Appraise +9; Climb +14; Disable Device +16; Escape Artist +14; Intimidate +8; Kn. (Dungeoneering) +9; Kn. (Local) +11; Perception +12 (+2 traps/surprise attacks); Stealth +18; Swim +7; Use Magic Device +8
Languages Common, Grippli, Elven, Gnome
Traits Armor Expert - Reduce your ACP by 1; Expert Boarder (Besmara) - While fighting on the deck of a ship, you gain a +1 bonus on all attacks made with one-handed weapons.
Racial Traits Small: +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. Normal Speed: 30’ move speed; Climb Speed: 20’ speed; Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the 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. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless); Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump; Weapon Familiarity: Gripplis are proficient with nets; Darkvision: Gripplis can see perfectly in the dark up to 60 feet.
SQ Sneak Attack (3d6), Rogue Talent(Minor Magic (Ray of Frost), Major Magic (Snowball), Trapspotter), Debilitating Injury, Trapfinding (+2), Finesse Training, Evasion, Danger Sense (+2), Uncanny Dodge
Combat Gear Rapier +1; Net, MW; Hand Crossbow; Dagger; Chain Shirt +1; Besmara Bicorne, Cloak of Resistance +1
Other Gear Masterwork Backpack, Trail Rations (x20), Bedroll, Hammock, Heavy Blanket, Silk Rope 50 ft., Ioun Torch, Holy Water (x3)
Remaining Gold 88 GP

Special Abilities::

Weapon and Armor Proficiency: 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.
Trapspotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.
Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.
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.
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.

Attacks:

Melee:
[dice=Rapier - SWF] 1d20+9 [/dice]
[dice=Damage] 1d4+4[/dice]

[dice=Rapier - TWF] 1d20+9-2 [/dice]
[dice=Damage] 1d4+4[/dice]

[dice=Net - SWF] 1d20+9 [/dice] [oc]10’ range increment; 10’ reach[/oc]
[oc] Entangled on hit; -2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.[/oc]

[dice=Net - TWF] 1d20+9-2 [/dice] [oc]10’ range increment; 10’ reach[/oc]
[oc] Entangled on hit; -2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.[/oc]

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Ranged:
[dice=Hand Crossbow] 1d20+8 [/dice]
[dice=Damage] 1d3[/dice]