Chuffy Lickwound

Poke Poke's page

324 posts. Alias of Stabbity.


Full Name

Poke Poke

Race

Goblin

Classes/Levels

unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

Gender

Male

Size

3ft/ 35lb

Age

15

Alignment

CNG

Deity

Karnog the Great Creator highest of the Orc gods and The Longshanks of Ale (Cayden Cailean)

Languages

Goblin, Longshanks, Orc

Occupation

Adventurer/ Sneak/ Goblin

Strength 8
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 9
Charisma 10

About Poke Poke

Poke Poke
Male goblin unchained rogue (knife master, scout) 5 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CG Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 14 (+3 armor, +4 Dex, +1 size, +1 dodge)
hp 47

Numbers:
lvl1 8+3 +2 (from dm), lvl 2 8+3, lvl3 5+3, lvl4 3+3, lvl5

Fort +3, Ref +9, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee mw dagger +9 (1d3+5/19-20) and dagger +8 (1d3+2/19-20)
. . mw dagger +10 (1d3-1/19-20) or
. . fangfile +9 (1d3-1/×3)
Special Attacks sneak attack (unchained) +3d8/+3d4
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 14, Int 14, Wis 9, Cha 10
Base Atk +3; CMB +1; CMD 17
Feats Dodge, Mobility, Two-weapon Fighting, Weapon Finesse
Traits armor expert
Skills
Acrobatics +13
Appraise +7
Craft (alchemy) +6
Climb +3
Disable Device +11 +13 with tools
Disguise +4
Escape Artist +13
Knowledge (dungeoneering) +6
Knowledge (nature) +3
Knowledge (local) +7
Perception +7
Perform (sing) +4
Profession (barrister/attorney) +4
Ride +9 (untrained)
Sense Motive +5
Sleight of Hand +13 (+15 to conceal a light blade)
Stealth +21
Survival +4
Swim +3
skill bonuses:

Racial Modifiers
+4 Ride
+4 Stealth
GM 1st level bonus
+2 skill points

Languages Common, Goblin, Orc
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, rogue talents (combat trick, fast stealth)
--------------------
Gear:

Combat Gear
oil
studded leather
dagger
dagger
fangfile
Other Gear
bandolier[UE]
bandolier[UE]
bell tripwire trap
belt pouch
blanket[APG]
chalk
flint and steel
masterwork backpack[APG]
thieves' tools
waterskin
20 pp, 21 gp, 3 sp, 9 cp

--------------------
Special Abilities
--------------------
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hidden Blade +1 bonus on Sleight of Hand checks to conceal a light blade.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Rogue's Edge 5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d8/+3d4 +3d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Second Wind ability twice per day you gain the innate ability to heal 1d4+1 Hp, as a standard action

♫♪:
♫♪

common rolls:

[Dice=MW dagger] 1d20 + 9[/dice]
[Dice=slashing dmg]1 d3 +5 [/dice]
[Dice=snk att] 3d8[/dice]

[Dice=dagger] 1d20 + 8[/dice]
[Dice=slashing dmg]1 d3 +2 [/dice]
[Dice=snk att] 3d8[/dice]

Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.

[Dice=dagger] 1d20 + 10[/dice]
[Dice=slashing dmg]1 d3 +5 [/dice]
[Dice=snk att] 3d8[/dice]

[Dice=Perc]1d20 +7[/dice]

[Dice=arco to avoid AoO]1d20 +13[/dice]

Charging:
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
Movement During a Charge

You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. Helpless creatures don’t stop a charge.

If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.

You can’t take a 5-foot step in the same round as a charge.

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a standard action on your turn.
Attacking on a Charge

After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.

Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
Swinging Charge from Ropes or Vines

Source PCS:PotR

As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.

This action is otherwise treated as a charge attack.