Varisian Wanderer

László Kovács's page

723 posts. Organized Play character for John Woodford.


Full Name

László Kovács

Race

Varisian Human

Classes/Levels

Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

Gender

Male

Alignment

Neutral

Deity

Calistria

Strength 12
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 12
Charisma 12

About László Kovács

Current XP 16
PP 20/Fame 24
Male Varisian human rogue 2 urban ranger 4
N Medium humanoid (human)
Init +5 Perception +10/+13 vs. traps/+12 vs. humans

DEFENSE
AC 22, touch 16, flat-footed 18 (+4 armor, +1 shield, +4* Dex, +1 enhancement, +1 natural, +1 deflection)
hp 50 (2d8+4+1+4d10+8)
Current hp 28
Fort +7+1, Ref +12+1, Will +2+1

OFFENSE
Speed 30 ft.
Melee mw rapier +11 (1d6+1/18-20/x2) or sap +10 (1d4+1 nonlethal/x2) or mw light mace +11 (1d6+1/x2) or dagger +10 (1d4+1/19-20/x2)
Ranged mw +1 12 STR composite longbow +11 (1d8+2/x3) or w/DA +9 (1d8+6/x3) or w/Rapid Shot +9/+9 (1d8+2/x3) or w/Rapid Shot & DA +7/+7 (1d8+6/x3)
Special Attacks +1d6 sneak attack
Spells Memorized resist energy (10 minutes) (cast)

STATISTICS
Str 12, Dex 18/20, Con 14, Int 12, Wis 12, Cha 12
Base Atk +5; CMB +6; CMD 21

Traits
Resilient Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Canter You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don't faze you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Feats
Point-Blank Shot (L1) +1 to hit and to damage with ranged attacks against targets within 30'.
Precise Shot (human bonus feat) Can fire into melee with ranged attacks at no penalty.
Rapid Shot (L2 ranger combat style feat) When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Deadly Aim (L3) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Finesse (L5) With a light weapon, 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.

Skills
Acrobatics +14/+13 in armor (+6 ranks, +5 DEX, +3 class skill)
Appraise +6 (+2 ranks, +1 INT, +3 class skill)
Bluff +5 (+1 ranks, +1 CHA, +3 class skill)
Climb +10/+9 in armor (+6 ranks, +1 STR, +3 class skill)
Diplomacy +10 (+6 ranks, +1 CHA, +3 class skill)
Disable Device +19/+18 in armor (+6 ranks, +5 DEX, +3 class skill, +3 trapfinding, +2 circumstance bonus for mw tools)
Knowledge (Local) +10 (+6 ranks, +1 INT, +3 class skill)
Perception +10/+13 to find traps (+6 ranks, +1 WIS, +3 class skill, +3 trapfinding)
Profession (Merchant) +5 (+1 ranks, +1 WIS, +3 class skill)
Sense Motive +10 (+6 ranks, +1 WIS, +3 class skill)
Stealth +14/+13 in armor (+6 ranks, +5 DEX, +3 class skill)
Use Magic Device +5 (+1 ranks, +1 CHA, +3 class skill)
Racial Modifiers +1 skill rank/level

Languages Common (Taldane), Varisian, Kelish

SQ

Combat Gear mw cold iron rapier, darkwood buckler, sap, dagger, mw alchemic silver light mace, antitoxin, antiplague, +1 composite 12 STR longbow, normal arrows (28), cold iron arrows (31), silver weapon blanch (2), adamantine weapon blanch (1), ghost salt (1), chain shirt +1, handy haversack, efficient quiver, amulet of natural armor +1, belt of incredible dexterity +2, pearl of power L1, ring of protection +1, potion of fly, oil of daylight, bedroll, belt pouch (2), traveler's outfit, flint and steel, sack (2), torch (5), mw thieves' tools, 1 CLW potion, cloak of resistance +1, ioun torch, 1 CLW wand 41 charges, 1 wand of gravity bow 49 charges, rice paper (20 pcs), ink, pen, twine (50 ft.), whetstone, waterskin, silk rope (50'), 2 days trail rations, 0 pp, 660+8732 gp, 5 sp, 0 cp

SPECIAL ABILITIES

Favored Class: Rogue +1 skill rank at L1, +1 HP at L4

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. (+1 from rogue levels)

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his 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. He 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.

Favored Enemy: Humanoid (human) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community (Absalom). While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance. (+2 from urban ranger levels)

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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:
Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Notes
Before second mission, spent 400 gp on mw chain shirt, mw thieves' tools, and 1 CLW potion. Before third mission, spent 450 gp on mw 12 STR composite shortbow, 2 gp on cold iron arrows, and 10 gp on two silver weapon blanches. Before fourth mission, sold mw composite shortbow and bought mw 12 STR composite longbow; spent 2 PP for CLW wand. Before fifth mission, bought 20 arrows, an ioun torch, and a cloak of resistance +1, and had longbow enchanted to +1

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