Clegg Zincher

Jeironn's page

68 posts. Alias of Tenro.


Race

Aasimar

Classes/Levels

Polearm Master || Scout 2

Gender

HP 20/20

Special Abilities

Sneak Attack

Alignment

CG

Languages

Common, Celestial, Dwarven

Occupation

+1250 xp

Strength 14
Dexterity 15
Constitution 14
Intelligence 14
Wisdom 16
Charisma 10

About Jeironn

HP: 20
AC: 16 =10 + 2 DEX + 4 ARMOR
Resist: Acid 5, Cold 5, Electricity 5
Init: +2
Speed: 30, Fly 20 (poor)

F: 5 = 3 base + 2 CON
R: 5 = 3 base + 2 DEX
W: 3 = 0 base + 3 WIS

COMBAT +2 BAB
Melee
Guisarme, +5 melee, 2d4+3, crit x3, Reach, Trip
Spiked Gauntlet, +4 melee, 1d4+2, crit x2

Ranged
Chakram, +4 ranged, 1d8+2, crit x2, 30ft

calculated:

not calculated (conditional):

Racial Traits:

  • Ability Score Racial Traits: They gain +2 Wisdom and +2 Dexterity.
  • Type: Aasimars are outsiders with the native subtype.
  • Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Aasimars have a base speed of 30 feet.
  • Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
  • Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
  • Skilled: Aasimar have a +2 racial bonus on Acrobatics and Fly checks.
  • Spell-Like Ability (Sp): Aasimars can use see invisibility once per day as a spell-like ability (caster level equal to the aasimar's class level).
  • Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

    Celestial Heritage: Fly Speed 20ft (poor)
    Celestial Heritage: additional +2 WIS

  • Favored Class: +2 Skill Points

Class Abilities:

  • Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
    Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

  • Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
    Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

  • Pole Fighting (Ex): At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.
    This ability replaces Bravery.

  • 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

  • Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

  • Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.
    A rogue cannot choose a ninja trick with the same name as a rogue talent.
    - - Bleeding Attack

Skills:

Skill Points at Each Level: 8 + Int modifier

Acrobatics +9=2+3 +2 DEX +2R
Appraise +2= +2 INT
Bluff +0= +0 CHA
Climb +2= +2 STR
Craft Weapon +6=1+3 +2 INT
Diplomacy +5=2+3 +0 CHA
Disable Device +10=2+3 +2 DEX +2Cs +1C
Disguise +0= +0 CHA
Escape Artist +7=2+3 +2 DEX
Fly +5=2+3 +2 DEX +2R -4 speed poor
Handle Animal +0= +0 CHA
Intimidate +0= +0 CHA
Know: Dungeon +6=1+3 +2 INT
Know: Engineeer +2= +2 INT
Know: Local +6=1+3 +2 INT
Linguistics +2= +2 INT
Perception +8*=2+3 +3 WIS +1C vs Traps
Perform +0= +0 CHA
Profession Sailor +3= +3 WIS
Ride +2= +2 DEX
Sense Motive +7=1+3 +3 WIS
Sleight of Hand +7=2+3 +2 DEX
Stealth +2= +2 DEX
Survival +9*=2+3 +3 WIS +1T*
Swim +2= +2 STR
Use Magic Device +5=2+3 +0 CHA

Equipment:

20gp

8gp chakram x8
5gp Spiked Gauntlet
9gp Guisarme
100gp Chain Shirt
8gp Fighter's kit (minus torches)
100gp Masterwork Thieves' Tools
50gp Craft Tool, Masterwork

Player Notes: