Shelyn

Rin Doodletwirl's page

12 posts. Alias of oyzar.


About Rin Doodletwirl

---===Statistics===---:
Female Kender Unchained Rogue (Hidden Blade, Thug) 1
CG Small Humanoid (Kender)
Init +5; Senses Perception +6
-------------------------------=DEFENSE=-------------------------------
AC: 10, Touch: 10, Flat-Footed: 10 (+0 armor, +5Dex, +0 shield,+0 NA, +1 size)
HP: 11 {+1d8,+2Con, +1FC}
Fort: +2, {+0Base,+2Con}
Reflex: +7, {+2Base,+5Dex}
Will: +0,{+0Base,+0Wis}
CMD 13 {+ Base -1Str +5Dex -1size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +0; {+ Base -1Str -1size + misc}
Base Atk: +0;
Melee:+6{+0Base,+5Dex,+1size}
Ranged:+6{+0Base,+5Dex,+1size}

--Melee:+0

--Ranged:+0

-------------------------------=STATISTICS=-------------------------------
Str: 8, Dex: 20, Con: 14, Int: 16, Wis: 10, Cha: 8

-------------------------=Traits=----------------------
Agile Dancer (Social): You can make Perform (dance) checks in place of Acrobatics checks, and can use the higher of your Dexterity or Charisma modifiers when making Perform (dance) checks.
Clerver Wordplay (Bluff)
----------------=Drawbacks=-----------------

----------------=Race Traits=-------------------
+4 Dexterity, –2 Strength, –2 Wisdom. Quick and agile, the small and wiry kender are built for nimbleness rather than brute strength. Driven by insatiable curiosity, kender lack the ability to think things through or to consider the consequences of their actions.
Small: As Small creatures, kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium characters.
Normal SpeedA kender's base land speed is 30 feet. Kender are faster than their size would suggest.
Weapon Familiarity: Kender treat any kender exotic weapon as a simple weapon.
Eternal optimism:+1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them.
Sharp Senses: Kender receive a +2 bonus on all Perception skill checks.
Curious Fingers: Kender get +2 to Disable Device and Sleight of Hand and they are always considered class skills for kender.
Lack of Focus: Kender have a –4 racial penalty on Concentration checks. Kender don’t necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. Thy can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. Kender receive a +4 racial bonus on all Bluff checks to taunt someone.
Uncanny Insight: Kender receive Taunt as a bonus feat.
Fearlessness: Kender are immune to fear, magical and otherwise.
Automatic Languages: Common, Kenderspeak. Bonus Languages: Dwarven, Ergot, Elven, Goblin, Solamnic.

--------------=Feats=-----------------
Rogue 1: Weapon Finesse
Rogue 1: Quick Draw
Kender: Taunt
1: Enforcer

-=Languages=- Common, Kenderspeak, Ergot, Elven, Goblin


---===Skills===---:

---------------=Adventuring Skills=- (10 points; 8 class, 3 INT -1back)---------------
^Acrobatics*(Dex)____+11 Use Perform (Dance)
^Bluff(Int)____+7{+1rank,+3Int,+3class}
^Climb*(Str)____+3{+1rank,-1Str,+3class}
^Diplomacy(Cha)____-1{+0rank,-1Cha}
^Disable Device*(Dex)____+11{+1rank,+5Dex,+3class,+2tool}
^Disguise (Cha)____-1{+0rank,-1Cha}
^Escape Artist*(Dex)____+9{+1rank,+5Dex,+3class}
Fly*(Dex)____+5{+0rank,+5Dex}
Heal(Wis)____+0{+0rank,+0Wis}
^Intimidate(Cha)____-1{+0rank,-1Cha} [Use Bluff +4 to demoralize]
Knowledge (Arcana)(Int)____+3{+0rank,+3Int}
^Knowledge (Dungeoneering)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Local)(Int)____+7{+1rank,+3Int,+3class}
Knowledge (Nature)(Int)____+3{+0rank,+3Int}
Knowledge (Planes) (Int)____+3{+0rank,+3Int}
Knowledge (Religion) (Int)____+3{+0rank,+3Int}
^Perception(Wis)____+6{+1rank,+0Wis,+2race,+3class}
Ride*(Dex)____+5{+0rank,+5Dex}
^Sense Motive(Wis)____+4{+1rank,+0Wis,+3class}
Spellcraft(Int)____+3{+0rank,+3Int}
^Stealth*(Dex)____+9{+1rank,+5Dex,+3class}
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____-1{+0rank,-1Str}
^Use Magic Device(Cha)____+3{+1rank,-1Cha,+3class}

---------------=Background Skills=- (2 points + 1 taken from above)---------------
^Appraise(Int)____+3{+0rank,+3Int}
^Craft (Int)____+3{+0rank,+3Int}
^Craft(Sketching) (Int)____+7{+1rank,+3Int,+3class}
Handle Animal (Cha)____-1{+0rank,-1Cha}
Knowledge (Engineering)(Int)____+3{+0rank,+3Int}
Knowledge (Geography)(Int)____+3{+0rank,+3Int}
Knowledge (History)(Int)____+3{+0rank,+3Int}
Knowledge (Nobility)(Int)____+3{+0rank,+3Int}
^Linguistics(Int)____+3{+0rank,+3Int}
^Perform (Dance)(Dex)____+11{+1rank,+5Dex,+3class,+2tool}
^Perform(Cha)____-1{+0rank,-1Cha}
^Profession(Wis)____+0{+0rank,+0Wis}
^Sleight of Hand*(Dex)____+11{+1rank,+5Dex,+2race,+3class}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
Hidden Weapons Can draw hidden weapons as a free action.
Portable Hole Specialist (Ex): Starting at 1st level, a hidden blade becomes adept at smuggling and storing objects into and out of extradimensional spaces, and can retrieve items from bags of holding or portable holes as a move action, regardless of how full or unorganized the bag is.
Gambits:[b/] A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the hidden blade must take in order to play the gambit. The hidden blade begin a gambit as a swift action, then performs the gambit’s risk action. She may add her hidden blade initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The hidden blade only gets this bonus if she used a swift action to begin the gambit; if taking the actions normally, she gains no additional benefits. If the hidden blade initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed (even if it’s her only expended maneuver). If the hidden blade succeeds at her gambit’s risk, she recovers a number of expended maneuvers equal to her hidden blade initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the hidden blade and able to see her perform the gambit’s risk. If the hidden blade fails her gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), she suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.
[b]Coward’s Gambit
: Risk: The hidden blade attacks a flat-footed opponent or an opponent she is flanking. Reward: The hidden blade’s allies gain a bonus on damage rolls against that opponent equal to the hidden blade’s initiation modifier for one round.
Unbreakable Gambit: Risk: The hidden blade attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action. Reward: The hidden blade is emboldened by his ability to resist his opponent’s attack, and regains a number of hit points equal to three times his Intelligence modifier.
Frightening (Ex) Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

---===Maneuvers===---:

-------------------------------=Stances=-------------------------------
Reaching Blade Stance: Stance – Your melee attacks deal +1d6 damage, and your first attack each round has its reach increased by 5 feet.
-----------------------------=Readied Maneuvers=--------------------------------
Flowing Creek, Swift Current, Swift Claws
------------------------------=Known Maneuvers=------------------------------
Flowing Creek: Counter – Make a Perform (dance) check to negate an incoming attack. If you succeed, you can take a 5-foot step.
Swift Current: Strike – Your melee attack deals +1d6 damage. If you drew your weapon as part of this strike, your target is considered flat-footed.
Swift Claws: Strike – Attack a single target with two wielded weapons.

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Dancing Shoes (50 GP)
Masterwork Thieves Tools (100 GP)
Artisan Tools Schetcing (5 GP)
Studded Leather Armor (25 GP)
Buckler (5 GP)
Cold Iron Rapier (40 GP)
Silver Battle Aspergillium (25 GP)
2 Saps (2 GP)
Whippik (5 GP)
Dagger (2 GP)
Darts for Whippik (10) (5 SP)
Clear Ear (15 GP)
2 Chalk (2 CP)
5 Candle (5 CP)
Torch (1 CP)
Whetstone (2 CP)
Sack (1 SP)
Flint & Steel (1 GP)
Waterskin (1 GP)
6 Parchment (12 SP)
2 Trail Rations (1 GP)

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 0 GP 10 SP 10 CP

---===Background===---:

---===Appearance and Personality===---:

Picture
Eyes: Blue
Hair: Red, green, blonde
Skin: Fair
Height: 3’ 7”
Weight: 30 lbs