Lucky Ben Willhuff

Modoc Skutwater - Homesteader's page

162 posts. Alias of Rakshasa.


Full Name

Mudoc Skutwater

Race

Human

Classes/Levels

Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Gender

Male

Size

Medium

Age

56

Special Abilities

Sneak Attack +1D6, Hardy, Evasion & Rouge Talent (Terrain Mastery: Forest)

Alignment

Chaotic Neutral

Deity

None

Location

Brinewall

Languages

Common (Varisian), Draconic, Goblin, Giant, Sylvan

Occupation

Homesteader

Strength 11
Dexterity 13
Constitution 11
Intelligence 18
Wisdom 14
Charisma 11

About Modoc Skutwater - Homesteader

Physical Description:After days of wandering through the wilderness aimlessly, a glimmer of hope appears over the rise as a form starts to take shape through the howling wind and the blowing snow that seems to swirl and twirl before you...

Although close enough to make out details as the humanoid figure approaches seated on the back of a mule pulling a travois...all you make out is a gray silhouette.

As you lay there in the snow, hand extended for help as you freeze you squint to see the mans eyes...the temperature only seems to plummet further as you feel the cold stare looking back at you...

As the figure continues by without stopping...you think you hear a raspy voice drift in your direction saying..."Bin' dare...done dat."

Defense:

Defense__________________________________________________________
Initiative: +1; Senses: Perception +7
AC: 13, touch 11, flat-footed 12 (+2 Leather Armor, +1 Dex)
HP: 15 [Max.1HD (8, 5), +2FC]
Fort: +0, Ref: +4, Will: +3

Offense:
Offense_____________________________________________________________
Speed: 30 ft.
Melee: +1 Throwing Axe(2) ~ 1D6 (x2), S
Ranged: +2 Throwing Axe(2) ~ 1D6 (x2) Range: 10ft., 2 lbs., S
Ranged: +2 Shortbow ~ 1D6 (x3), Range: 60ft., 2 lbs., P
Special Attacks: Sneak Attack +1D6

Statistics:
Statistics__________________________________________________________
Str 11, Dex 13, Con 11, Int 18, Wis 14, Cha 11
Base Atk: +1; CMB: +1; CMD: 12
Traits: Poverty-Stricken (APG p. 330 - +1 Survival, Survival is always a class skill), Scholar of Ruins (APG p.332 - Knowledge (Geography) is always a class skill. +1 on Know.(Geography) & Know.(Dungeoneering)
Feats: Endurance (+4 to non-lethal damage rolls), Diehard (Automatic Stabalization at 0 HP & Below)

Skills:
Skills:_____________________________________________________________
The rogue's class skills are:
Skill Point Breakdown: Rouge level(x2)=16, + Int Mod. +4, + Skilled (Human Trait)=1/lvl Total: 26

Acrobatics(Dex)(2) +6
Appraise(Int), Bluff (Cha)
Climb (Str)(2) +5
Craft(Bows)(Int)(2) +9
Diplomacy(Cha)
Disable Device(Dex)(2) +6
Disguise(Cha)
Escape Artist(Dex)(1) +5
Intimidate(Cha)(1) +4
Knowledge(dungeoneering)(Int)(1) +9
Knowledge(local)(Int)(1) +8
Knowledge(geography)(Int)(2) +10
Linguistics(Int)(1) +8
Perception(Wis)(2) +7
Perform(Cha)
Profession(Wis)
Sense Motive(Wis)(2) +7
Sleight of Hand(Dex)
Stealth(Dex)(2) +6
Swim(Str)(2) +5
Survival(Wis)(2) +8
Use Magic Device(Cha)

Special Abilities:

Special Abilities:______________________________________________

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

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. 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. She 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.

Hardy (Ex): At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation. This ability replaces trapfinding.

Terrain Mastery (Ex): A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.
Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Human Traits:

Human traits:_____________________________________________________________

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class: Rouge

Basics:
Basics______________________________________________________________

Languages: Common (Varisian), Draconic, Goblin, Giant, Sylvan

Combat Gear:

Dagger, Throwing Axes(2), Shortbow, (40 Arrows)
Leather Armor (+2 AC, Max Dex. +6, 0 Armor Check Penalty)

Clothing:

Cold-Weather Outfit, Explorer's Outfit, Furs, Travelers Outfit.

Other Gear:

Anvil, MW Backpack, Bear Traps (x2), Bedroll, Winter Blankets(3), Block & Tackle(2), Bucket(3), Compass, Cleats, Pack Mule*, 10' Poles* (3), 10 sq. yds. Canvas*, 20 days of feed for mule, Ale (5 Gallons), Cheese Hunks (20), Candles (10), Chalk (10), Crowbar, Fishhooks(10), Fishing Net, Flint & Steel(2), Hammer, Magnet, Miners Pick, Musk Oxen, Pitons(20), Pot-Iron, Snow Shoes, Small Steel Mirror, Oil (10), Belt Pouches (3), Silk Rope 100’, Torches(2), Trail Rations (30 days), Shovel, Sewing Needle(2), Saw, Snow Shoes, Signal Whistle, Waterskin (4), Weapon Chord (Throwing Axe), Whetstone.

Funds:
$3gp
$sp
$27cp

*Notes: Poles and portion of Canvas used to rig a travois where food/water and extra equipment is to be stored and pulled behind the mule.

Background Story:
The Bull was a soggy plum dat' finally keeled o'er in s' own rotgut sick. The Cow...she gots butchered by one o' er' pigeons see. Not surprisin' doe', da Cow was leaky...couldn' keep er' rathole shut. Neeeder' o' dem deserved da earth baths day got!

Me? Don' ask. I'm a tired o' workin' o'er bridge monkeys n' cattle fer nottin' but a crust o' bread. The Capp can shove dat' church work up s' mudhole for alls I care...I'm through wit' Riddleport! Don' botter' askin'...cus' I ain't a tellin' whichin' way I'm a goin'...I'ma goin' wheresa' person can really live...carve a niche out fer em' sef' if'n es' got da stones.