About Jarreck LightfootJarreck Lightfoot
Situational AC bonuses:
Danger Sense - +2 vs traps Trap Sense - +1 vs traps Defensive Bonus - +4 vs giants Robot's Bane - +1 vs robots hp 106 (11 HD; 8d8+3d12+52) Fort +9, Ref +9, Will +3;
Situational Bonuses for All Saves:
Hardy - +2 vs poison, spells, and spell-like abilities Robot's Bane - +1 vs robots Trapspringer Gloves - +1 luck bonus vs traps Reflex Situational Bonuses:
Danger Sense - +2 vs traps Trap Sense - +1 vs traps Defensive Abilities Danger Sense +2, Evasion, Improved Uncanny Dodge, Trap Sense +1, Trapfinding +4
misc melee weapons:
dagger 1d4+3/19-20 sap 1d6+2 nonlethal silver dagger 1d4+2/19-20 Ranged Ranged base +9/4 (includes 2 negative levels) +1 Composite Longbow(+2 Str) 1d8+3/×3 +1 Sonic Pistol(x2) 1d8+1 Attack Situational bonuses:
Hatred - +1 vs humanoids with orc or goblin subtype Robot's Bane - +1 vs robots Additional Damage Sources:
Sneak Attack (Unchained) - 4d6 precision Robot's Bane - +1 vs robots Special Attacks:
Rage - 24 rounds/day +4 Str/+4 Dex Rage Power - Reckless Abandon[APG] -1 AC for +1 attack Sneak Attack (unchained) - +4d6 -------------------- Statistics -------------------- Str 14, Dex 15, Con 18, Int 15, Wis 10, Cha 14 Base Atk +9; CMB +9; CMD 21/19 Fl Feats:
Armor Proficiency(Light) Exotic Weapons Proficiency(Firearms) Extra Rage (x2) Point-Blank Shot Robot's Bane Rogue Weapon Proficiencies Shield Proficiency Technologist Technology Adept Two-weapon Fighting Improved Two-weapon Fighting (Only usable while raging) Double Slice Weapon Finesse Weapon Focus (dagger) Weapon Proficiency (All Simple, All Martial) Traits Numerian Archaeologist Skills (2 negative levels applied):
Acrobatics +14 (+18 to jump), Appraise +5 Greed - +2 to assess non-magical metal and gemstones, Bluff +9, Climb +4, Diplomacy +10 Primal Magnetism - +2 while interacting with tribal cultures, Disable Device +19 (+23 vs. electronic devices, +24 to disarm traps), Escape Artist +5, Intimidate +8, Knowledge (dungeoneering) +9, Knowledge (engineering) +6, Knowledge (local) +9, Perception +12, Spoiler:
Perception Situational Bonuses
Trapfinding +4 to locate traps Danger Sense +2 to avoid being surpised by a foe Stonecunning +2 racial bonus to notice unusual stonework Sense Motive +5, Sleight of Hand +6 (+8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, Stealth +14, Survival +2, Swim +4, Use Magic Device +8; Racial Modifiers +2 Perception Languages Common, Draconic, Elven, Varisian SQ
Other Gear +1 mithral shirt, +1 frosty dagger, +1 keen adamantine dagger, dagger, sap, shortbow, silver dagger, amulet of natural armor +1, cloak of resistance +1, Ioun Stone(pale green cracked), plague rat belt[UE], trapspringer's gloves[UE], backpack, bandolier[UE], bedroll, belt pouch, 50' silk rope, grappling hook, black e-pick, fishhook (2), flint and steel, green e-pick, masterwork thieves' tools, mug/tankard, sewing needle, signal whistle, string or twine[APG], trail rations (7), waterskin, whetstone, wrist sheath[UE], wrist sheath[UE], 1,406 gp
Special Abilities:
-------------------- Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Darkvision (60 feet) Dwarves can see in the dark up to 60 feet. 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. Double Slice (Bonus Feat): Character can add full strength bonus to off-hand attack Defensive Training +4 a +4 dodge bonus to AC against monsters of the giant subtype. 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. Greed +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred +1 +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Improved Uncanny Dodge At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. 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. Rage (24 rounds/day) (Ex) +4 Str, +4 Dex, +2 to Will saves when enraged. Extra Rage x2 (+6 rounds/day) additional 6 rounds of rage per day can take multiple times Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging. Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 12 temporary Hp for 1 min. Robot's Bane +1 +1 attack, damage, and saves against robots. Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Stability +4 +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Sword and Gun (Ex) When wielding firearm and light or one-handed weapon, do not provoke with firearm attacks. Technologist You are familiar with the basic mechanics of technology.Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su Technology Adept +1 DC to tech firearms that use charge, Point-Blank Shot bonus increased by 2. Trap Sense +1 +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Trapfinding +4 Gain a bonus to find or disable traps, including magical ones. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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