Orvignato

Grakl Longtooth's page

105 posts. Alias of Xaaon of Xen'Drik.


About Grakl Longtooth

UNDER CONSTRUCTION

Grakl spent years in the dungeons of Waterdeep, he has hundreds of scars, scars created by the silvered torture tools of the dungeonmaster...

Grakl was from the Longtooth clan, a clan of wererat goblins that ran a guild beneath Waterdeep...with the beholders permission, but when they didn't give him the proper cut, the beholder betrayed the clan, and the Waterdeep guards were there with silvered weapons and crossbows, the clan was scattered, very few members survive...perhaps in Skullport, Grakl can reunite with his kin.

Grakl isn't what you'd call book-smart, in fact, he can barely read...but he is extremely cunning. He knows the crafts of trapsmithing and poisonmaking.

Grakl Longtooth
Goblin Wererat Rogue 5 (ECL7)
LE Small humanoid
Init +5 (+8) ; Senses Perception +9
Languages Common, Goblinoid, Undercommon.
Special Qualities Scent, Low-light vision, Disease (Filth Fever), Rat Empathy.

==STATISTICS==
12 STR +1
20 DEX +5 26 HYBRID DEX +8
14 CON +2 16 HYBRID CON +3
14 INT +2
12 WIS +1
10 CHA +0

BAB +3
CMB +8 (+11 Hybrid)
CMD 23/26 [15+CMB]

FEATS
1:Agile Maneuvers
3:Combat Reflexes
5:Dodge
Weapon Finesse (wererat bonus)
Iron Will (lycanthrope bonus)

==DEFENSE==
ACTF 19/17/13 (10,+5 dex,+1 size,+1 dodge,+2 natural)
ACTF-HYBRID 22/20/13 (10,+8 dex,+1 size,+1 dodge,+2 natural)
HP 42 (8+4d8=27+10+5 favored)
FRW +3/+8/+4 [+1/+3/+1CLASS][+2/+5/+1STATS][+2 WILL-Iron Will]
FRW-HYBRID +4/+11/+4 [+1/+3/+1CLASS][+3/+8/+1STATS][/b][+2 WILL-Iron Will]
Defensive Abilities Evasion, Uncanny Dodge, DR 5/silver

==OFFENSE==
Spd 30ft (6 squares)/x5
Melee Finesse weapon +8(+11)
Melee Standard Weapon +4
Melee claw +11 1d3+1 (20/x2) +3d6 sneak attack/+3bleed
Melee claw/claw +11/+11 1d3+1 (20/x2) +3d6 sneak attack/+3bleed
Melee bite +6 1d4+1 (20/x2) +3d6 sneak attack/+3bleed
Ranged rock +4(+7) 1d3 (20/x2) +3d6 sneak attack/+3bleed 30ft or less.
Special Attacks Sneak Attack +3d6

Rogue Talents
Bleeding Attack
---A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.

Minor Magic (detect magic)

Rogue Class Abilities
Trapfinding
Sneak Attack +3d6
Evasion
Uncanny Dodge
Rogue Talents x2
Poison Use

Skills (8+int=10/level)=50
Armor check penalty: 0
+13 Acrobatics [5R, +3CL, +5 DEX] 5
+10 Appraise [5R, +3CL, +2 INT] 10
+10 Climb [2R, +3CL, +5 DEX]12
+21 Climb [DIRE/HYBRID +8 DEX,+8 RACIAL]CLIMB always able to take 10.=31
+ 9 Control Shape [5R,+3CL,+1WIS] 17
+ 7 Craft (trapsmith) [2R,+3CL+2INT] 19
+ 7 Craft (poison) [2R,+3CL+2INT] 21
+13 Disable Device [5R, +3CL, +5 DEX] 26
+16 Disable Device [HYBRID +8 DEX]
+10 Knowledge (dungeon)[5R, +3CL, +2 INT] 31
+ 3 Knowledge (nature) [1R, +2 INT] 32
+ 6 Linguistics [1R, +3CL, +2 INT] 33
+ 9 Perception [5R, +3CL, +1 WIS] 38
+ 0 Perform (any) [CL, +0 CHA]
+ 4 Profession (fence)[1R, +3CL, +0 WIS] 39
+21 Stealth [5R, +3CL, +5DEX, +4SIZE,+4RACE] 44
+24 Stealth [HYBRID +8DEX,HYBRID/DIRE]
+ 5 swim [1R,+3CL,+1STR] 45
+20 Swim [HYBRID/DIRE +8DEX,+8 RACE]
+ 8 Use Magic Device [5R, +3CL, +0 CHA] 50

Lycanthrope Abilities
Scent

Spoiler:

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Alternate Form (Su)
A wererat can assume a bipedal hybrid form or the form of a dire rat.

Disease (Ex)
Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex)
Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Skills
A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.

Feats
Wererats gain Weapon Finesse as a bonus feat.
====================================================================
Armor

Weapons

Other Gear 43 gp 9sp
Total Load: 5#
Light:28.5
Medium:57
Heavy:57.5-86.25

Gear wt: #

Armor: (Wt:7.5#)
Armor check penalty: 0
no armor 0#

Weapons: (Wt:3#)

Class Abilities

Spoiler:

• ROGUE WEAPONS AND ARMOR - All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield. (PFB 38).
• SNEAK ATTACK - Deal +1d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by the rogue. Ranged attacks must be within 30 feet to do sneak attack damage. (PFB 38).
• TRAPFINDING - The rogue can use the Perception skill to find traps whose DC is over 20. (PFB 38).

Racial abilities

Spoiler:
* -2 Strength, +2 Dexterity, -2 Charisma.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A goblin’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* +4 racial bonus on Move Silently and Ride checks.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
* Favored Class: Rogue.

Alternate Form (Su)

A wererat can assume a bipedal hybrid form or the form of a dire rat.
Curse of Lycanthropy (Su)

Disease (Ex)
Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex)
Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.
Skills

A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.
Feats

Wererats gain Weapon Finesse as a bonus feat.

Control Shape (Wis)

Spoiler:

Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.

Check (Involuntary Change)
An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.

Involuntary Change Control Shape DC
Resist involuntary change 25
On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character aware of his condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn.

Retry (Involuntary Change)
Check to resist an involuntary change once each time a triggering event occurs.

Check (Voluntary Change)
In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.

Voluntary Change Control Shape DC
For game purposes, the full moon lasts three days every month.
Return to humanoid form (full moon1) 25
Return to humanoid form (not full moon) 20
Assume hybrid form 15
Voluntary change to animal form (full moon) 15
Voluntary change to animal form (not full moon) 20
Retry (Voluntary Change)

A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.

+2Wisdom

Dire Rat/Hybrid form.
+6DEX
+2CON

STR 14 (5) -2goblin
DEX 17 (10)+2goblin +1(4th)
CON 14 (5)
INT 14 (5)
WIS 10 (0) +2 lycanthrope
CHA 12 (2) -2 goblin

7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

e-mail

Spoiler:

rstilton@
gmail