Kingmaker Tyrant's page

No posts. Alias of CampinCarl9127.

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Rogue (Thug) 1 | AC 14, Touch 10, FF 14 | HP 10/10 | F +2, R +2, W +1 (+2 vs enchantment, see drawback) | Init +0 | Perc +6










Common, Sylvan

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

About Kingmaker Tyrant

Male Half-Elf Rogue (Thug) 1
LE Medium Humanoid (Half-Elf)
Init +0; Senses Perception +6
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 10
Fort +2, Ref +2, Will +1 (+2 vs enchantment, see drawback)
Immune Sleep
Speed 30 ft.

Melee Sap +3 (1d6+3)
Morningstar +3 (1d8+4)
Dagger +3 (1d4+3)

Ranged Light Crossbow +0 (1d8)
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 13
Feats Enforcer, Skill Focus (Intimidate)
Traits Issian, Memorable, Steel Skin
Drawbacks Power-Hungry
Skills (10 points; 8 rogue, 2 background)
ACP -2
(1) Acrobatics* +4
(1) Bluff +6
(1) Climb* +7
(1) Diplomacy +6
(1) Intimidate +9
(1) Linguistics +4
(1) Perception +6
(1) Perform (oratory) +6
(1) Sense Motive +4
(1) Swim* +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Perception (racial)
+3 Intimidate (feat)
+2 Intimidate (trait) (will not come online until wearing heavy armor)
Languages Common, Sylvan

Special Abilities:

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Issian You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Memorable Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Steel Skin You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks.

Power-Hungry You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Sneak Attack (1d6) 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.

Frightening Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.


Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 68 lb.

Money 123 GP 0 SP 0 CP
Sap (1gp) (2 lb.)
Morningstar (8gp) (6 lb.)
Dagger x2 (4gp) (2 lb.)
Heavy Crossbow (35gp) (4 lb.)
Leather Lamellar (60gp) (25 lb.)
Fighter's Kit (9gp) (29 lb.)
Belt Pouch
Flint and Steel
Iron Pot
Mess Kit
Torch x10
Trail Ration x5


Appearance and Personality: