Camper

Roland Cross's page

3 posts. Organized Play character for Rusty Ironpants (RPG Superstar 2015 Top 16).


About Roland Cross

Roland Cross
Male half-elf fighter (mobile fighter) 2/pathfinder delver 5/rogue (unchained, burglar) 4
CG Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 28, touch 19, flat-footed 22 (+8 armor, +1 deflection, +5 Dex, +1 dodge, +3 shield)
hp 96 (11 HD; 9d8+2d10+33)
Fort +11, Ref +16 (+2 bonus when set off a trap with a failed Disable Device check), Will +7; +2 vs. enchantments, +1 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility, danger sense +1, evasion, fortification 25%, thrilling escape, trap sense +2; Immune sleep; Resist left for dead
--------------------
Offense
--------------------
Speed 30 ft., surefooted
Melee +2 undead-bane adamantine shortsword +17/+12 (1d6+7/19-20 plus 2d6 vs. Undead)
Ranged +1 returning mithral chakram +16 (1d8+4)
Special Attacks guardbreaker, sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 16, Int 15, Wis 11, Cha 10
Base Atk +8; CMB +13; CMD 30
Feats Deadly Aim, Dodge, Flanking Foil[UC], Friendly Switch, Iron Will, Point-blank Shot, Precise Shot, Skill Focus (Disable Device), Skill Focus (Use Magic Device), Weapon Finesse
Traits dangerously curious, elven reflexes, freedom fighter
Skills Acrobatics +22, Appraise +6, Bluff +4, Climb +8, Diplomacy +4, Disable Device +30, Escape Artist +12, Fly +15, Handle Animal +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +10, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +12, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +13, Perception +18, Profession (Locksmith) +4, Sense Motive +4, Sleight of Hand +12, Stealth +18, Survival +4 (+6 to avoid becoming lost), Swim +6, Use Magic Device +20; Racial Modifiers +2 Perception, careful disarm, master explorer, resourceful disabler
Languages Azlanti, Common, Dwarven, Elven, Jistka, Osiriani, Ancient, Polyglot, Skald, Thassilonian, Undercommon, Varisian, Vudrani
SQ bardic knowledge +2, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, rogue talents (rogue crawl, trap spotter), trapfinding +2
Combat Gear potion of cure light wounds (2), potion of cure serious wounds, potion of darkvision, potion of fly, potion of invisibility, potion of lesser restoration (2), potion of resist energy (2), scroll of endure elements, wand of cure light wounds (4 charges), wand of cure light wounds (50 charges), wand of mirror image (10 charges); Other Gear +2 fortification (light) mithral breastplate, +2 buckler, +1 returning mithral chakram, +2 undead-bane adamantine shortsword, dagger (2), sap, pale blue rhomboid ioun stone, amulet of natural armor +1, belt of physical might +2 (Dex, Con), boots of elvenkind, cloak of resistance +2, golembane scarab, handy haversack, headband of vast intelligence +2, pathfinder pouch, ring of protection +1, ring of the sublime, versatile vest, wayfinder, bedroll, belt pouch, climber's kit, cold weather outfit, masterwork thieves' tools, nexus crystal (0.5 lb), trail rations (10), traveler's outfit, 3,970 gp
--------------------
Tracked Resources
--------------------
+1 returning mithral chakram - 0/1
Dagger - 0/2
Left for Dead (1/day) (Su) - 0/1
Light (At will) - 0/0
Potion of cure light wounds - 0/2
Potion of cure serious wounds - 0/1
Potion of darkvision - 0/1
Potion of fly - 0/1
Potion of invisibility - 0/1
Potion of resist energy - 0/2
Potion of restoration, lesser - 0/2
Thrilling Escape (1/day) (Ex) - 0/1
Trail rations - 0/10
Wand of cure light wounds (4 charges) - 0/4
Wand of cure light wounds (50 charges) - 0/50
Wand of mirror image (10 charges) - 0/10
--------------------
Special Abilities
--------------------
Agility +1 (Ex) +1 save vs. Paralyzation, slowing, or entangling
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
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.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flanking Foil Foes you strike lose their flanking bonus against you
Fortification 25% You have a chance to negate critical hits on attacks.
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round.
Friendly Switch Can move into allies space with no AoO and displace him into your old square.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Guardbreaker (Ex) Trap sense is favored enemy bon vs construct/ooze/undead. Stacks w/ranger.
Left for Dead (1/day) (Su) If would be killed by attack/saveable effect, is -1 & stable. Wakes 1 min later.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Explorer +2 (Ex) Disable traps at 2x spd, OL as stand, always take 10 on Disable & Stealth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Resourceful Disabler (Ex) No penalty for lacking tools when Disable Device.
Rogue Crawl (Ex) While prone move at 1/2 speed, can 5 ft step, and attack/AC penalties only -2.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surefooted (Ex) Move through difficult terrain at full speed.
Thrilling Escape (1/day) (Ex) Imm, make disable chk vs trap just triggered to delay activation 1 rd.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.