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About Kreig IronhandKreig (normal)
Preferred Class - Rogue
---Defense---
---Offense---
Ranged
Special Attacks
---STATISTICS---
BAB +9, CMB +10, CMD +26 (30 vs. Bull Rush & Trip) Feats
Skills
SQ | Rogue Talents
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
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:
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
Blue Whinnis
Purple Worm
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