Initiate of Flame

Kreig Ironhand's page

808 posts. Alias of Song of Chiroptera.


Full Name

Kreig Ironhand

Race

Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter]

Classes/Levels

Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Size

4' 3"

Age

115

Special Abilities

Darkvision 60 ft

Alignment

Neutral Good

Deity

Torag

About Kreig Ironhand

Kreig (normal)
Male Rogue 13 (poisoner)
NG Medium Dwarf / Humanoid (Dwarf)
Init +4; Senses Perception +22, Darkvision 60 ft

Preferred Class - Rogue
Level 1 Bonus: Skill Point +1
Level 2 Bonus: Skill Point +1
Level 3 Bonus: Skill Point +1
Level 4 Bonus: Skill Point +1
Level 5 Bonus: Skill Point +1
Level 6 Bonus: Skill Point +1
Level 7 Bonus: Skill Point +1
Level 8 Bonus: Skill Point +1
Level 9 Bonus: Skill Point +1
Level 10 Bonus: Skill Point +1
Level 11 Bonus: Skill Point +1
Level 12 Bonus: Skill Point +1
Level 13 Bonus: Skill Point +1

---Defense---
AC 22, touch 16, flat-footed 18 (+6 armor, +4 dex, +2 Ring)
hp 104 (12d8+12)
Fort +5, Ref +12, Will +7; +2 vs. poison, spells, and spell-like abilities
Armor Chain Shirt +1, Light, Shadow
Defensive Abilities Defensive Training +4 (PFCR 21), Evasion, Fast Stealth, Greed, Hardy +2 (PFCR 21), Hatred +1, Master Poisoner, Stability +4 (PFCR 21), Evasion (PFCR 68), Trap Sense (+2) (PFCR 34), Improved Uncanny Dodge (PFCR 34), Sneak Attack +7d6, Resist Fire 10/- (ring)

---Offense---
Spd 20 ft/x4
Melee
+1 Short Sword +14/+9 (1d6+2) 19-20/x2
+1 Dwarven Maulaxe +13/+8 (1d6+2) 20/x3
Mwk Dagger (x2) +14/+9 (1d4+1)

Ranged
Seeker +15/+10 (1d6+1) 19-20/x3 (True Strike 3/Day | Falcon Bracers)
Mwk Dagger +15/+10 (1d4+1) 19-20/x2

Special Attacks
Crippling Strike
A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Hatred
Sneak Attack [5d6]
Vital Strike

---STATISTICS---
Str 12
Dex 18 (copper tear)
Con 12
Int 16
Wis 16
Cha 10

BAB +9, CMB +10, CMD +26 (30 vs. Bull Rush & Trip)

Feats
Armor Proficiency (LIGHT)
Deft Hands
Improved Two Weapon Fighting
Quick Draw
Skill Focus (Stealth)
Throw Anything (PFCR 135)
Two Weapon Fighting
Vital Strike
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Finesse

Skills
Acrobatics +19
Appraise +9 [Precious metals/gemstones +11]
Bluff +12
Climb +9
Craft (alchemy) +19 [+1 Kit | +3 w/Poisons]
Craft (trapmaking) +16 [=2 Mwk Tools]
Disable Device +24 [+2 Mwk Thieve’s Tools]
Escape Artist +19
Heal +4
Knowledge (dungeoneering) +17
Knowledge (local) +16
Perception +22 Find Traps +2, Unusual Stonework | Gems & Jewels +2
Profession (merchant) +7
Sense Motive +15
Sleight of Hand +20
Spellcraft +4
Stealth +32
Survival +2
Swim +5
Use Magic Device +7

SQ | Rogue Talents
Crippling Strike Your sneak attacks do 2 points of Strength damage.
Evasion If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth You may move at full speed while using the Stealth skill without penalty.
Hardy +2
Hatred +1
Improved Two Weapon Fighting (combat trick)
Improved Uncanny Dodge
Master Poisoner +4 (alchemy)
Quick Trapsmith (max CR 4)
Slow & Steady
Sneak Attack +7d6
Stability +4
Stonecunning +2
Swift Poisoner A rogue with this talent can apply poison to a weapon as a move action, instead of a standard action.
Throw Anything
Trap Spotter
Vital Strike x2 Weapon Damage

Traits Goldsniffer (Race: Dwarf) (PFAPG 331), Highlander (Regional) (PFAPG 332)

Languages Common, Dwarven, Gnome, Goblin

All Gear:

==Magic==
Magic Items
Amulet of Protection (+2 AC)
Ring of Minor Fire Resistance (DR/10)
Copper Dragon Tear (+2 to Dex)
Bracers of Falcon’s Aim: Price 4,000 gp; Aura faint transmutation; CL 3rd; Weight 1 lb. Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey. They continually grant the wearer the benefits of the aspect of the falcon spell, though without the spell's physical transformation. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19–20/×3.

Other Gear
Blink Belt
Potion of Invisibility (x1)
Potion CSW
Potion CMW
Mwk +1 Chain Shirt (shadow)
Dagger (x3)
Dwarven Maulaxe
Short Bow, Comp. (Str +1),
[smaller]- Arrows (x40)
- Tanglefoot Arrows (x5)
- Smoke Arrows (x5)
- Blunt Arrows (x5)
Wolf Trap (x2 Alchemist Fire)
Masterwork Artisan's Tools (+2 Trap Crafting) | Misha
Masterwork Pack (12 @ 16 lbs)
Blanket
Chalk (5)
Drill
Flint and steel
Grappling hook
Iron spike (3)
Oil (3)
Parchment
Climber's Kit (Spelunking | Infiltrations)
- crampons
- pitons (5)
- silk rope
- tools

Masterwork Thieves' tools
Waterskin
Flask of Acid (x2)
Purchases...
》Sell Masterwork Chain Shirt
》+1 Maulaxe - 2,307 gold
》+1 Dagger - 2,302 gold
》Blue Whinnis poison | 4 doses - 480 gold
》Purple Worm Poison | 1 doses - 700 gold
》Antitoxin | 2 doses - 100 gold
》Potion of Haste - 300 gold
》Potion of Lesser Restoration - 300 gold
2,086 GP, 3 SP, 10 CP

Special Notes

Wolf Trap x2:

I'm cannibalizing the remaining wolf trap to create to coiled spring traps. In each is one end where the jar of Alchemists Fire is lashed with sinew, the other is where the harpoon (or paired arrows on either side if the brace) tip is lashed with sinew. When triggered (proximity / +1 to CR and +5 to craft), the clamp comes down, the harpoon tip punctures the jars and unleashes the fire + oil.

Here's my calculations on the trap:
》Perception DC 20 (no addition to CR)
》Disable Device DC 20 (no addition to CR)
》Reflex Save DC 20 (no addition to CR)
》Attack Bonus +10 (no addition to CR)
》Average Damage 20 combo oil + alch. fire (+2 to CR)

Total is a DC 25, with my roll posted yesterday of 26.


Tanglefoot Arrows:
This arrow is topped with a small bottle containing a small quantity of tanglefoot goo.

Benefit: You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check).

Drawback: The weight of a tangleshot arrow reduces its range increment to half normal.

Smoke Arrows:
This arrow is actually a specially-shaped smokestick that can be fired from a bow.

Benefit: A smoke arrow trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.

InformationThis alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Dwarven Maulaxe:
This versatile weapon is a unique design passed down through the dwarvish lords of the Five Kings. It initially appears like a heavy-headed axe, but a skilled wielder can strike equally well with its chopping edge as with the forged sledge that backs the blade.

Benefit: This weapon can be used to deliver bludgeoning or slashing damage as the wielder desires.

Special: A dwarven maulaxe is a martial weapon for dwarves and an exotic weapon for members of other races. It is not a double weapon, and any enchantments applied to the weapon operate normally regardless of which part of the weapon’s head is used to deliver the blow, except for enhancements that apply only to blunt or sharp weapons. Such enhancements apply only to attacks dealing the appropriate type of damage.

Masterwork Artisans Tools:
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.

Special Abilities:
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only)
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Goldsniffer +2 Perception for metals, jewels and gemstones.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or
gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this
in hilly or rocky areas.
Slow and Steady Your base speed is never modified by encumbrance.

Poison Descriptions
Large Scorpion Venom
Application: Injury
Fort Save: DC 17
Onset: Immediate
Frequency: 1/rd. for 6 rds.
Effect: 1d2 Str
Cure: 1 save
Cost: 200 gp/Dose

Blue Whinnis
Application: Injury
Fort Save: DC 14
Onset: Immediate
Frequency: 1/rd. for 2 rds.
Effect: 1 Con / Unconscious 1d3 Hrs
Cure: 1 save
Cost: 120 gp/Dose

Purple Worm
Application: Injury
Fort Save: DC 24
Onset: Immediate
Frequency: 1/rd. for 6 rds.
Effect: 1d3 Str
Cure: 2 save
Cost: 700 gp/Dose