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About Ked of Clan Metaldeath.
Background:
Ked is fast, stealthy, and likes cutting stuff. Sure, like most goblins, Ked likes fire, but he really likes blood. Why? "Because it's such a pretty color, and tasty, and it sprays so much when you cut right here or there."
Ked is dang near invisible when he wants to be, and has been a scout for as long as he can remember. He's pretty sure his knives have been talking to him, telling him to paint them red, or that he's secretly a person in a human's game, or that plums are the heart of trees, that elephants are actually giant vehicles being driven by halflings, that his uncle Vroot was really Pazuzu on a sick day, or that he should plant flowers inside of the chests of dwarves after he stabs them to make sure they don't get back up... and many other things, but nobody else believes him when he tries to tell them. . . . Ked of Clan Metaldeath Male Goblin Unchained Rogue (Knife Master/Scout) 3 ___________________ Stats
Size / Type: Small Humanoid (Goblinoid)
Attributes
___________________ Offense
BAB: +2 +1 Dagger
Regular Daggers (x10)
Sling with Bullets (x10)
___________________ Defense
HP: 24 (3d8 + 2 Con per Level)
Fort: +3 (+1 Base +2 Con)
___________________ Skills
Per Level: 9 (8 Base + 1 Int) Skills List:
Acrobatics: +11 (+3 Ranks +3 Class Skill +5 Dex)
Appraise: 5 (+1 Ranks +3 Class Skill +1 Int) Bluff: -3 (+0 Ranks -3 Cha) Climb: +4 (+1 Ranks +3 Class Skill +0 Str) Craft (any): +0 (+0 Ranks +0 Int) Diplomacy: -3 (+1 Ranks -3 Cha) Disable Device: +13 (+3 Ranks +3 Class Skill +5 Dex +2 Masterwork Thieves Tools) Disguise: -3 (+0 Ranks -3 Cha) Escape Artist: +11 (+3 Ranks +3 Class Skill +5 Dex) Fly: +5 (+0 Ranks +5 Dex) Handle Animal: -3 (+0 Ranks -3 Cha) Heal: +1 (+0 Ranks +1 Wis) Intimidate: -3 (+0 Ranks -3 Cha) Knowledge (arcana): +1 (+0 Ranks +1 Int) Knowledge (dungeoneering): +5 (+1 Ranks +3 Class Skill +1 Int) Knowledge (engineering): +1 (+0 Ranks +1 Int) Knowledge (geography): +1 (+0 Ranks +1 Int) Knowledge (history): +1 (+0 Ranks +1 Int) Knowledge (local): +5 (+1 Ranks +3 Class Skill +1 Int) Knowledge (nature): +1 (+0 Ranks +1 Int) Knowledge (nobility): +1 (+0 Ranks +1 Int) Knowledge (planes): +1 (+0 Ranks +1 Int) Knowledge (religion): +1 (+0 Ranks +1 Int) Linguistics: +5 (+1 Ranks +3 Class Skill +1 Int) Perception: +7 (+3 Ranks +3 Class Skill +1 Wis) Perform (any): -3 (+0 Rank -3 Cha) Profession (any): +1 (+0 Rank +1 Wis) Ride: +13 (+1 Ranks +3 Class Skill +5 Dex +4 Racial) Sense Motive: +5 (+1 Ranks +3 Class Skill +1 Wis) Sleight of Hand: +11 (+3 Ranks +3 Class Skill +5 Dex) Spellcraft: +1 (+0 Ranks +1 Int) Stealth: +21 (+3 Ranks +3 Class Skill +5 Dex +4 Racial +4 Size +2 Trait) Survival: +1 (+0 Ranks +1 Wis) Swim: +4 (+1 Ranks +3 Class Skill +0 Str) Use Magic Device: -3 (+0 Rank -3 Cha) Notes:
___________________ Traits
Color Thief:
Color Thief (Racial - Goblin) - Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you’ve been blessed by the barghests. Maybe because you’re just better than the other boring goblins. Benefit: You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor. Reactionary:
Reactionary (Combat) - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. ___________________ Feats
Weapon Finesse:
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (Level 1 Unchained Rogue Bonus Feat) Roll With It:
Roll With It: You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs. Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement.
For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place. You are staggered for 1 round after you attempt to use this feat, whether or not you succeed. (Level 1 Feat) Improved Initiative:
Improved Initiative : Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks. (Level 3 Feat) ___________________ Special Abilities
Proficiencies:
Proficiencies: 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. Skilled:
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks. Darkvision:
Darkvision: Goblins see perfectly in the dark up to 60 feet. Racial Rogue Favored Class Bonus:
Goblin Rogue FCB: Rogue Add a +1 per rogue level bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat. Sneak Stab:
This ability is identical in all other ways to sneak attack, and supplements that ability. Finesse Training:
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. Hidden Blade:
This ability replaces trapfinding. Evasion:
Evasion: 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 Talent - Fast Stealth:
Rogue Talent - Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty. Blade Sense:
This ability replaces trap sense. ___________________ Equipment
Gold: 12.59 Equipment:
Masterwork Chain Shirt Light Armour, 12.5lbs +4 AC, +4 Max Dex, -1 Check Penalty Masterwork Buckler
Masterwork Backpack
Trail Rations x3
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