Ugimmo

Rribak Bonerattle's page

58 posts. Alias of Peet.


Full Name

Rribak Bonerattle

Race

| Perc.: +7, S.M.: +3 |

Gender

Grippli Unchained Rogue 3 (Knife Master) | HP 27/27 | AC: 21 TAC: 16 FFAC: 16 CMD: 16 | Saves F:+3 R:+7 W:+4 | Init +4

Size

Small (2'6" tall)

Age

15

Alignment

N - NG

Deity

The Great Mother

Strength 10
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Rribak Bonerattle

Race: Grippli
Class: Unchained Rogue
Archetype: Knife Master

Description:

Quick Summary:
* Rribak is a wiry Grippli with dark green skin covered in Hr'op-Shtavor Tattoos, including a large skull tattoo on his face, which marks him as a member of the tribe.
* His clothing is decorated with numerous small bones tied on with fine string. Most of the bones seem to be from small animals.
* He wears bandoliers full of daggers; these seem to be his only weapon.

Personality:

Quick Summary:
* Rribak is a devout worshipper of the Great Mother and goes through life as if he is a cleric, even though he has no divine abilities.
* He is rather laconic, and often speaks in cryptic phrases or riddles.
* He believes he was chosen by the Great Mother to be an instrument against the undead and those who create them.
* He is uninterested in the trappings of civilization and disdains what he calls "frippery."

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Vitals

HP: 27 (3d8 +6 CON +3 FCB)
AC: 21 (+5 Armor, +1 Size, +4 DEX, +1 Dodge) Touch AC: 16 Flat-Footed AC: 16
Saves: Fort +3, Ref +7, Will +4
Initiative: +4
BAB: +2 CMB: +1 CMD: 16
Movement: 30 feet, Swim 20 feet

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Combat

Melee: (+2 BAB, +4 DEX, +1 Size)
* Mwk Dagger +10 (+2 Sacred, +1 Mwk) Dagger 1d3+5 (+2d8 sneak attack)
* Unarmed Strike +7, 1d3 (+2d4 sneak attack)

Ranged:
* Dagger +9 (+2 sacred) 1d3+1 (+2d8 sneak attack)
* Mwk Light crossbow +8 (+1 Mwk) 1d6 (+2d4 sneak attack)

Combat Gear:
+1 mithral small chain shirt 2100 gp 6.25 lbs.
Small mithral dagger 250 gp 0.25 lbs.
Small darkwood light crossbow 355 gp, 1 lb.
2 x cold iron small daggers 8 gp, 1 lb.
4 x obsidian small daggers 6 gp, 1.5 lbs.
10 x cold iron small crossbow bolts 2 gp, 0.5 lbs.
10 x flint-tipped small crossbow bolts 0.75 gp, 0.375 lbs.
2 x Acid flask 20 gp, 2 lb.
1 x Holy water 25 gp, 1 lb.

Total: 2766.75 gp, 13.875 lbs.

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Skills

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Appraise and Linguistics switched with Knowledge (nature) and Survival by GM approval.

Adventuring Skills:
(8+INT * 3 = 27 ranks)

Acrobatics: +10 (3 ranks, +4 DEX, +3 Class)
Climb: +6 (3 ranks, +0 STR, +3 Class)
Disable Device: +10 (3 ranks, +4 DEX, +3 Class)
Escape Artist: +10 (3 ranks, +4 DEX, +3 Class)
Knowledge (nature): +7 (3 ranks, +1 INT, +3 Class)
Knowledge (religion): +4 (3 ranks, +1 INT)
Perception: +9 (3 ranks, +3 WIS, +3 Class)
Stealth: +14 (3 ranks, +4 DEX, +3 Class, +4 Size)
Survival: +8 (2 ranks, +3 WIS, +3 Class)
Swim: +12 (1 ranks, +0 STR, +3 Class, +8 Swim Speed)

Background Skills:
Profession (boatman): +9 (3 ranks, +3 WIS, +3 Class)
Sleight-of-Hand: +10 (3 ranks, +4 DEX, +3 Class)

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Character Choices

Traits:
River Rat (regional): +1 to Swim checks and damage with daggers
Corpse Hunter: +1 to attack rolls against undead
Naive (drawback): -2 to AC vs improvised weapons and -2 to CMD against dirty trick

Feats & Rogue Talents:
1st Level: Dodge
1st Level Rogue Bonus: Weapon Finesse
2nd Level Talent: Ninja Trick (Improved Unarmed Strike)
3rd Level: Deific Obedience (Pharasma)

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Special Abilities

Small Size
20' Swim Speed (alternate racial ability)
Darkvision 60'
Swamp Stride: Move through difficult terrain in swamp without difficulty
Camouflage: +4 to Stealth in forest & marsh
Sneak Stab: 2d8 sneak attack with daggers, 2d4 sneak attack with other attacks
Hidden Blade: +1 on checks to conceal light blades
Evasion: Reflex save results in no damage instead of half damage
Finesse Training: add DEX to damage with daggers in melee
Blade Sense: +1 dodge bonus to AC against attacks with light blades

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Miscellaneous Gear

100 gp Masterwork Thieves' Tools 2 lbs.
_50 gp Potion of cure light wounds
_50 gp Masterwork Backpack 1 lb.
__1 gp flint & steel -
__1 gp Wooden Holy Symbol -
_10 gp 2 x Spring-loaded wrist sheath 0.5 lbs.

212 gp

__5 sp Waterproof Bag 0.5 lbs.
__5 sp Bedroll 1.25 lbs.
_10 sp 2 x Bandolier -
__2 sp Mess Kit 1 lb.
__1 sp Fish hook -

23 sp

__2 cp 100' Twine 1 lb.
__3 cp Flask 1.5 lbs.
__1 cp Chalk -
__1 cp Whetstone 1 lb.
__2 cp 2 Sacks 0.25 lbs.
__2 cp 2 Bags of Powder 1 lb.
__1 cp Soap 0.5 lb.
__3 cp 3 candles -

15 cp
----------------------
_214.45 gp, 11.5 lbs. Total
2766.75 gp, 13.875 lbs. Plus combat Gear
----------------------
2981.2 gp, 25.375 lbs.

18.8 gp left over

Capacity 28.5 lbs. (light load)

Special Dispensations:
http://paizo.com/threads/rzs2tu5p&page=3?Interest-for-a-homebrew-Pathfi nder-game#115
Kenneth Kim wrote:

(1) Since we're moving away from grippli as tree- or jungle-dwelling folk, yes, feel free to replace the 20 ft. climb speed with a 20 ft. swim speed;

(3) For the sake of keeping the number of class skills changed equal, I think that it'd be better if you replaced Appraise and Linguistics with Knowledge (nature) and Survival.

Build Notes:
Overall Plan for Feats and Rogue Talents
Level 1 Feat: Two-Weapon Fighting
Level 1 Bonus Feat: Weapon Finesse
Level 2 Rogue Talent: Weapon Training: Dagger
Level 3 Feat: Divine Obedience (Pharasma)
Level 4 Rogue Talent: Ninja Trick (Improved Unarmed Combat)
Level 5 Feat: Dodge
Level 6 Rogue Talent: Ninja Trick (Crane Style)

Campaign Journal: