Sesserak

Plik Brish'tok's page

44 posts. Alias of BinkyBo.


Race

Kobold Rogue

Classes/Levels

~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

About Plik Brish'tok

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Plik "Peebee" Brish'tok
Kobold Rogue (Underground Chemist/Vexing Dodger) 8 / VMC Alchemist
Small Reptilian Humanoid CN
Init +5, Perception +18, Darkvision 60' (light sensitive)

Str 11 ... AC 23 tch16 ff18 (+5dex, +3armor, +2natural, +1 size, +1 attunement, +1 deflection)
Dex 20 .. HP 65/65
Con 14 .. BAB +6/+1
Int 18 ... Fort +6
Wis 10 .. Ref +13
Cha 10 .. Will +4

CMB+10 CMD 20; Move 30'; acid resistance: 5

Combat!:
Sneak Attack: +4d6

Ranged
Limning Shortbow +12(1d4+1/x3) 60'
Bomb +11(4d6+4) 20' 8/8 remaining

Melee
Shortsword +12(1d4+6/19-20x2)

Feats + Traits + VMC:
Feats
(b)Improved Dirty Trick
(1)Skill Focus Climb
(b)Weapon Finesse
(3-VMC)Alchemy: Add character level as a competence bonus on all Craft
(alchemy) checks and can use Craft (alchemy) to identify potions.
(5)Agile Maneuvers
(7-VMC)Bombs: Create a number of bombs per day equal to Intelligence
modifier + 1/2 his character level. The bombs deal damage as an
alchemist of his character level, but since he doesn’t have the
alchemist’s throw anything class feature, he doesn’t add his
Intelligence modifier to the damage. (underground chemist adds Int mod)

Traits
Child of Nature: +2 to Survival, and treat as a class skill.
Ruin Delver: +1 to Disable Device; may disarm magical traps

Skills:
96 + 2 FCO + 16 background
+18 Acrobatics 8(+3,+5),+2 (+4 bonus on Acro checks to move through a threatened square or enemy’s space)
+7 Bluff 4(+3,+0)
+16 Climb 8(+3,+0)+3,+2 (roll twice and take higher result) (do not lose dex AC when climbing)
+20 Craft(alchemy) 4(+3,+4)+8,+1 (can use to ID potions)
+13 Craft(trapmaking) 4(+3,+4)+2
+19 Disable Device 8(+3,+5)+1,+2 masterwork tools
+18 Escape Artist 8(+3,+5)+2
+15 Know (dungeoneering) 8(+3,+4)
+10 Know (engineering) 6(+4)
+10 Know (geography) 6(+4)
+13 Know (local) 6(+3,+4)
+11 Linguistics 4(+3,+4)
+18 Perception 8(+3,+0)+2,+5
+7 Profession (taxidermy) 2(+3,+0)+2 masterwork tools
+16 Sleight of Hand 8(+3,+5)
+25 Stealth 8(+3,+5)+4,+5
+13 Survival 8(+3,+0)+2 (+5 for tracking)
+9 Swim 6(+3,+0)
Languages: Draconic, Common, Undercommon, Dwarven, Gnome, Aklo, Dark Folk, Goblin, Orc

Class Abilities:

Finesse Training (Ex) (short sword)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition,
starting at 3rd level, she can select any one type of weapon that can
be used with Weapon Finesse (such as rapiers or daggers). Once this
choice is made, it cannot be changed. Whenever she makes a successful
melee attack with the selected weapon, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect
would prevent the rogue from adding her Strength modifier to the damage
roll, she does not add her Dexterity modifier.

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she
can also debilitate the target of her attack, causing it to take a
penalty for 1 round (this is in addition to any penalty caused by a
rogue talent or other special ability). The rogue can choose to apply
any one of the following penalties when the damage is dealt.

>Bewildered: The target becomes bewildered, taking a –2 penalty to AC.
The target takes an additional –2 penalty to AC against all attacks
made by the rogue. At 10th level and 16th level, the penalty to AC
against attacks made by the rogue increases by –2 (to a total maximum
of –8).

>Disoriented: The target takes a –2 penalty on attack rolls. In addition,
the target takes an additional –2 penalty on all attack rolls it makes
against the rogue. At 10th level and 16th level, the penalty on attack
rolls made against the rogue increases by –2 (to a total maximum of –8).

>Hampered: All of the target’s speeds are reduced by half (to a minimum
of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks
that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at
a time. If a new penalty is applied, the old penalty immediately ends.
Any form of healing applied to a target suffering from one of these
penalties also removes the penalty.

Rogue’s Edge (Ex) (climb)
At 5th level, a rogue has mastered a single skill beyond that skill’s
normal boundaries, gaining results that others can only dream about.
She gains the skill unlock powers for that skill as appropriate for her
number of ranks in that skill. At 10th, 15th, and 20th levels, she
chooses an additional skill and gains skill unlock powers for that
skill as well.

Chemical Weapons (Ex)
At 2nd level, an underground chemist is able to retrieve an alchemical
item as if drawing a weapon. She adds her Intelligence modifier to
damage dealt with splash weapons, including any splash damage. She adds
1/2 her level to Craft (alchemy) checks.
This ability replaces evasion.

Limb-Climber (Ex)
When adjacent to or in the space of a corporeal creature at least one
size category larger than herself, a vexing dodger can climb that
creature's body with a successful Climb check against a DC equal to the
target creature's CMD. Although the vexing dodger is holding on to the
creature, this action isn't a grapple; it doesn't provoke attacks of
opportunity from the creature, and neither the vexing dodger nor the
creature she climbs gains the grappled condition. While the vexing
dodger is on the climbed creature, the creature takes a penalty on
attack rolls against the vexing dodger equal to the number of sneak
attack dice the dodger possesses.
This ability replaces trapfinding.

Improved Dirty Trick (Ex)
At 2nd level, a vexing dodger gains Improved Dirty Trick as a bonus
feat, even if she doesn't meet the prerequisites.
This ability replaces the rogue talent gained at 2nd level.

Underfoot Agility (Ex)
At 3rd level, a vexing dodger gains a +1 morale bonus on Acrobatics,
Climb, and Escape Artist attempts against creatures at least one size
category larger than herself. This bonus increases by 1 for every 3
levels beyond 3rd.
This ability replaces trap sense.

Underfoot Trickster (Ex)
At 4th level, a vexing dodger can move through the space of a creature
two size categories larger than herself without needing to attempt an
Acrobatics check. She would still need to succeed at Acrobatics checks
to avoid attacks of opportunity provoked by leaving a threatened space;
this ability covers only the ability to move. Additionally, whenever
the vexing dodger hits a larger foe with a melee sneak attack, she can
choose to forgo the sneak attack bonus damage and instead attempt make
a dirty trick combat maneuver as a swift action.
This ability replaces uncanny dodge.

Distracting Climber (Ex)
At 8th level, when a vexing dodger attempts a dirty trick maneuver
against a creature she’s climbing, she gets a bonus on the combat
maneuver check equal to the number of sneak attack dice she has.

If she chooses to sicken the target with her dirty trick and succeeds at
her combat maneuver check, the target must succeed at a Fortitude
saving throw (DC = 10 + 1/2 the vexing dodger’s level + her
Intelligence modifier) or be nauseated for 1 round.
This ability replaces improved uncanny dodge.

Precise Splash Weapons (Ex)
At 4th level, an underground chemist can deal sneak attack damage with
splash weapons. The attack must be her first attack that round, qualify
for dealing sneak attack damage (such as against a flat-footed target),
and be directed at a creature rather than a square.
This ability replaces the rogue talent gained at 4th level.

Rogue Talents
Trap Spotter: Receive a Perception check whenever you come within 10
feet of a trap
Wall Scramble: Roll twice when making Climb checks and take the better result

Racial Traits:
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking),
Perception, and Profession (miner) checks. Craft (trapmaking) and
Stealth are always class skills for a kobold.

Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Light Sensitivity: Kobolds lives in darkness have caused them to
suffer from light sensitivity.

Armored: Kobolds have naturally scaly skin that grants them a +1
natural armor bonus.

Dragon-Scaled: Some kobolds are hatched with scales of such vivid
color that their connection to a particular sort of chromatic dragon
seems undeniable. Black-scaled and green-scaled kobolds gain acid
resistance 5.

Gear:
Worn Gear (11.5 lbs) +1 Shadow Lizard Hide Shirt, +1 Limning Short bow, +1 Shortsword,
Belt of Tumbling, Gloves of Reconnaissance, Efficient Quiver (60 arrows, 20 cold iron), compass.
Handy Haversack (5 lbs) Bedroll, Blanket, Portable Alch Lab, Recipe Book,
Survival kit (tinderbox, 2 waterskins, mess kit, knife), 50' silk rope, Mwk Thieves' tools,
Antiplague, Antitoxin, Brewed Reek, Embalming Fluid, 5/5 Alkali Flasks,
trail rations(8), scrivner's kit, tiny stuffed critters, 5 2lb bags of flour.

Encumbrance light (16.5/38.0 lbs)
Wealth 36gp 9sp

Recipes
>Alkali Flask (Price 15 gp; 1 lb. Craft (alchemy) DC 20)
This flask of caustic liquid reacts with an ooze's natural acids. You
can throw an alkali flask as a splash weapon with a range increment of
10 feet. Against non-ooze creatures, an alkali flask functions as a
normal flask of acid. Against oozes and other acid-based creatures, the
alkali flask inflicts double damage.

>Oil, Alchemist’s Fire (Price: 20gp; 1 lb. Craft (alchemy) DC 20)
You can throw a flask of alchemist’s fire as a splash weapon with a
range increment of 10 feet. A direct hit deals 1d6 points of fire
damage. Every creature within 5 feet of the point where the flask hits
takes 1 point of fire damage from the splash. On the round following a
direct hit, the target takes an additional 1d6 points of damage. If
desired, the target can use a full-round action to attempt to
extinguish the flames before taking this additional damage.
Extinguishing the flames requires a DC 15 Reflex save. Rolling on the
ground provides the target a +2 bonus on the save. Leaping into a lake
or magically extinguishing the flames automatically smothers the fire.

>Pellet Grenade (Price: 50gp; 1 lb. Craft (alchemy) DC 25)
This variant of a fuse grenade has most of the black powder replaced
with metal pellets. When it explodes, it deals 1d6 points of
bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of
fire damage in a 10-foot-radius burst (Reflex DC 15 halves).

>Soothe Syrup (Price: 25gp; 0.5lb. Craft (alchemy) DC 15)
This sweet and wholesome-tasting blue liquid creates a sense of warmth
and comfort. Soothe syrup coats your stomach and makes it much more
difficult for you to succumb to queasiness. For 1 hour after drinking
soothe syrup you gain a +5 alchemical bonus on saving throws made to
resist effects that would make you nauseated or sickened.

>Tindertwig (Price: 1gp; — lb. Craft (alchemy) DC 20)
The alchemical substance on the end of this small, wooden stick ignites
when struck against a rough surface. Creating a flame with a tindertwig
is much faster than creating a flame with flint and steel (or a
magnifying glass) and tinder. Lighting a torch with a tindertwig is a
standard action (rather than a full-round action), and lighting any
other fire with one is at least a standard action.

>Antiplague (Price: 50gp; Craft (alchemy) DC 25)
If you drink a vial of this foul-tasting, milky tonic, you gain a +5
alchemical bonus on Fortitude saving throws against disease for the
next hour. If already infected, you may also make two saving throws
(without the +5 bonus) that day and use the better result.

>Antitoxin (Price: 50gp; Craft (alchemy) DC 25)
If you drink a vial of antitoxin, you get a +5 alchemical bonus on
Fortitude saving throws against poison for 1 hour.

>Brewed Reek (Price: 40gp; 1 lb. Craft (alchemy) DC 25)
Animal musk, spoiled meat, pungent plants, and any other foul-smelling
substances on hand go into a batch of brewed reek. When boiled, this
mixture becomes a thick alchemical slime that adheres to anything it
touches. You can hurl brewed reek as a splash weapon with a range
increment of 10 feet. A creature struck with a direct hit must succeed
at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target
fails its save, it must make a second Fortitude save or be nauseated
for 1 round. Creatures in the splash area must make a Fortitude save or
be sickened for 1 round. A creature that drinks brewed reek does not
get a saving throw and is sickened for 2d6 rounds and nauseated for 1 rd.

>Embalming Fluid (Price: 50gp; 10 lbs. Craft (alchemy) DC 25)
This fluid is used to preserve corpses, whether for later dissection,
taxidermy, necromancy, or magic such as raise dead. Embalming fluid is
technically a poison, and using it makes a corpse unpalatable to most
animals and vermin, though corpse-eating undead don’t mind the taste.
Treating a corpse with embalming fluid takes 1 hour and a successful DC
25 Heal check. The embalmed corpse decays at half the normal rate (each
day dead counts as half a day for the purpose of raise dead).


gear cost/weight:

Gloves 2000/-
Belt 800/1
Shadow Lizard Hide Shirt 3920g/9
outfit -/1
Efficient Quiver 1800/2
>60 common arrows 9/3
>20 cold iron arrows 2/3
Lens of Detection 3500/1
Limning bow 2030/1
Short Sword 10/1
compass 10/0.5

Handy Haversack 2000/5
Alc lab 75/20
bedroll and blanket 6sp/2
rope 10/4
Survival kit 5/4
scrivner's kit 2/1
cooking kit 3/16
Acid flasks (5) 37.5/5
mwk thief tools 100/2
mwk taxidermy tools 50/1
Antitoxin 25/-
Antiplague 25/-
Brewed reek 20/1
Embalming Fluid 25/10
rations 4/4


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Background
Captured and bought as a slave as a youth, Plik served an alchemist in
Cocyrdavarin for many years. He primarily worked with a procurement
team to collect various fungi and creature parts for his master, Kolf
Graenkin. His peers and handlers were of many different races... all
had things Plik could learn from.

After a debilitating brewing accident, Kolf came to need more assistance
in the lab. Being the most intelligent of the slaves, Plik became
increasingly valuable. His treatment and accommodations improved, and
in time, Kolf seemed to view him more as an underling than a slave.

After Kolf's demise a few years later, Plik was whisked away - and
essentially hired - by three of his handlers: a half-drow, a derro, and
a svirfneblin. Based in Giratayn, they began their own business of
alchemical procurement and ruins delving. Their hunts grew to farther
reaches, and Plik's knowledge and prowess improved. His half-drow
compratriot often spoke of his desire to join the Nightrunners' Guild,
and to Plik it sounded like a job for which he'd be well-suited. So
once Plik found himself the last man standing after an encounter with
a swarm of morlocks, he made his way to Telderist - after looting his
former allies' considerable trappings.

In Telderist he found his niche, and developed a small reputation
stuffing trophy kills. It was in a conversation about his various skills
with one of his customers - who happened to be a member of the guild -
that he found a possible in with the Nightrunners.

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Personality
Plik is a snickering snarky trickster and opportunist, but loyal to his allies
until a stealthy retreat becomes the only means of survival. He enjoys
the idiosyncrasies of the different darkland races.. those who take
themselves too seriously are fun to ruffle, and the madcap derro (his
favorite) provide unending entertainment. He barely remembers his early
days among his own kind just below Nirmathas, and has no yearning to be
back among them.

Due to his past avoidance of certain death and his preternatural
stealth, he is a kobold without fear. The larger the foe, the greater
his impulse to scale it... he is addicted to that adrenaline rush.

Party Role
Scout (massive stealth and high perception, trap spotter, gloves of reconnaissance)
Tracker (+18 to track)
Bomber (eight 4d6+4 bombs per day.. plus 4d6 sneak attack if applicable)
Debilitation (by rogue skill and dirty tricks)
Levity (while not a complete clown, Plik has a wicked sense of humor)