About Grim ColourstealCharacter:
Unnamed Hero Male half-elf barbarian (unchained) 3/rogue (unchained, bandit, numerian scavenger) 4 (Pathfinder Campaign Setting: Technology Guide 13, Pathfinder RPG Ultimate Combat 71) CG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 24, touch 16, flat-footed 19 (+7 armor, +1 deflection, +5 Dex, +1 natural) hp 74 (7 HD; 4d8+3d12+28) Fort +9, Ref +12, Will +7; +2 vs. enchantments Defensive Abilities danger sense +2, evasion, uncanny dodge; Immune sleep -------------------- Offense -------------------- Speed 40 ft. Melee +1 furious adamantine estoc +12/+7 (2d4+6/18-20) Ranged +1 arc pistol +12/+7 (1d8+1 electricity) Special Attacks rage (11 rounds/day), rage power (accurate stance +1), sneak attack (unchained) +2d6 -------------------- Statistics -------------------- Str 13, Dex 20, Con 16, Int 10, Wis 12, Cha 8 Base Atk +6; CMB +7; CMD 23 Feats Deadly Aim, Exotic Weapon Proficiency (firearms)[UC], Improved Two-weapon Fighting, Iron Will, Opening Volley[UC], Power Attack, Sword And Pistol[UC], Technologist, Two-weapon Fighting, Weapon Finesse Traits against the technic league (weapons), veteran of battle Skills Acrobatics +14 (+18 to jump), Bluff +7 (+17 to lie, +12 to feint, -2 to pass a hidden message), Climb +4, Disable Device +10 (+12 vs. mechanical or high-tech traps), Escape Artist +8, Knowledge (dungeoneering) +4, Knowledge (local) +4, Linguistics +4, Perception +13 (+15 to locate mechanical or high-tech traps), Ride +8, Sense Motive +5, Sleight of Hand +8, Stealth +16, Survival +8, Swim +4; Racial Modifiers +2 Perception Languages Androffan, Common, Elven SQ ambush, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, fast movement, lucky glitch, rogue talents (combat trick, surprise attacks), technic training +2 Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of lesser restoration; Other Gear +1 comfort mithral lamellar (steel) armor, +1 arc pistol, +1 furious adamantine estoc, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, mask of stony demeanor, ring of protection +1, battery (5), drug, allnight, flint and steel, masterwork backpack, shinobi shozoku, silk rope (50 ft.), 730 gp, 6 sp, 7 cp -------------------- Special Abilities -------------------- Accurate Stance +1 (Ex) Gain a +1 bonus to melee and thrown weapon att. Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with the Technic League Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action. Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd. Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd. Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Lucky Glitch +4 (Ex) When rolling for a glitch roll twice and pick effect, add level to rolls. Opening Volley Successful ranged attack grants +4 on next melee attack roll Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rage (Unchained, 11 rounds/day) (Ex) See below. Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Surprise Attacks +2 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam. Sword and Pistol Firearm/crossbow attacks don't provoke AoO from foes you threaten with a melee weapon. Technic Training +2 (Ex) +2 to Perception and Disable Device vs mechanical or high-tech traps. Technologist You are familiar with the basic mechanics of technology Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round. -------------------- Possibilities: -Internal Fortitude Rage Power + Scarlet and Green Cabochon Ioun Stone -Improved Initiative + Surprising Combatant -Extra Rage Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Savage Technologist (Barbarian Archetype):
Rather than rejecting technology, Savage Technologists wield technology's own weapons against it. A savage technologist has the following class features. Class skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive Wis), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Weapon and Armor Proficiency: A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields). Rage (Ex): A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead. This ability alters rage. Sword and Gun (Ex): At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two Weapon Fighting feat, but only if all attacks are made with those weapons. This ability replaces Uncanny Dodge. Primal Magnetism (Ex): At 3rd level, a savage technologist adds her Strength modifier on Diplomacy checks when interacting with tribal cultures. She can expend 2 rounds of rage (even if not raging) to add a bonus equal to 1/2 her barbarian level on a Diplomacy check. Crack Shot (Ex): At 5th level, a savage technologist adds her Dexterity modifier ooc]and the bonus from rage[/ooc] to her damage rolls when making ranged attacks with a firearm while raging. This ability replaces Improved Uncanny Dodge
Modified Unchained Rage:
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A savage technologist can enter rage as a barbarian, except she gains a +2 bonus on melee attack rolls, melee damage rolls, ranged attack rolls, and Will saving throws, and she does not take a penalty to Armor Class. (She also gains 2 temporary hit points per Hit Die.)* These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead. When a barbarian ability would increase the savage technologist's Constituition while raging, it increases her temporary hit points instead. Rage powers that apply to thrown weapons attack and damage apply to ranged weapons instead. This ability alters rage. *Either temp HP or rage bonus as dodge to AC, that would need to be decided. A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
a) appearance: Tall and lean for her kind, this person obviously originates form the wild north. The untamed black mane hides a comely face with jade-green eyes and the tanned skin of those spending many hours under the sun of the wasteland. b) background: Deep in the north, in the realms of the mammoth lords, where the wild Kellid roam the brutally cold tundra and mountains of northern Avistan, Kagur was born under a suspicious sign into the tribe of the blacklions.
c) personality: Instead of describing the personality with examples i give an outline how i imagine and want to play this character: 1. Primary Motivator: Discovery/Adventure 2. Emotional Disposition: Curious 3. OUTLOOK
4. INTEGRITY
5. IMPULSIVENESS
6. BOLDNESS
7. AGREEABLENESS
8. INTERACTIVITY
9. CONFORMITY
10. Sense of Humor
Favorite Topics of Conversation
Group Affiliations
Religion and Spirituality
Quirks, Habits, and Oddities
Hobbies and Enjoyments
d) portrait: Something like this. Crunch & Comment: This character features a heavy rogueish vibe while being a barbarian. Hence i would like to combine Numerian Scavenger UC rogue with savage technologist barbarian. For the IG AP, i feel this might be a unique and fun to play combination for me, dual wielding a gun and sabre, ranged and melee combat are provided along with skills.
As a campaign trait i would like Numerian Archologist, since i think that fits the background nicely.
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