Kaigon the Miscreant

Ruar Flint's page

38 posts. Organized Play character for Blackacre.


Classes/Levels

Rogue 1 | AC 16 T 13 FF 13 CMD 15 | HP 4/10 | F +1 R +5 W +1 (+3 total vs enchantment +1 rr/day) | Init +3 | Perc +7

About Ruar Flint

RUAR FLINT
CG Male Dwarf Rogue (Scout) 1

Diety: Grundinnar, lord of the bro
Languages: Common, Dwarven, Varisian

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ATTRIBUTES
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Base Attributes (point buy in parentheses) [bonus in brackets]
Str 14 (5) [+2]
Dex 17 (13)[+3]
Con 12 (0) [+1]
Int 12 (2) [+1]
Wis 12 (0) [+1]
Cha 8 (0) [-1]

Senses
Init +3
Perception +7
Darkvision 60'

Saves
Fort +1
Will +1
Ref +5

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COMBAT
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ATTACK
BAB 0
CMB +2

Melee
Shortsword +2 1d6 (19–20/×2) (P)

Ranged
Shortbow +3 1d6 ×3 P damage, 60 ft. range
Arrows (20)[-2]

DEFENSE
HP 10 (d8 +1 Con +1 favored class)
AC 16 (t13 ff 13)
Armor: Studded Leather (+3 AC, +5 max Dex, –1 ACP)
CMD 15

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FEATS, SKILLS, AND TRAITS
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Feats
Alertness

Skills
9 Ranks per level (8 class +1 Int bonus)

  • Acrobatics +7 (1 rank, class, +3 Dex)
  • Bluff +3 (1 rank, class, -1 Cha)
  • Disable Device +7 (1 rank, class, +3 Dex)
  • Escape Artist
  • Knowledge(dungeoneering) +5 (1 rank, class, +1 Int)
  • Knowledge(local) +5 (1 rank, class, +1 Int)
  • Perception +7 (1 rank, class, +1 Wis +2 Alertness)
  • Sense Motive +7 (1 rank, class, +1 Wis +2 Alertness)
  • Sleight of Hand +7 (1 rank, class, +3 Dex)
  • Stealth +8 [add 1 in hills or rocky terrain](1 rank, class, +3 Dex, +1 trait)
  • Use Magic Device

    Traits
    Highlander [regional](+1 stealth / +2 in hills or rocky areas)
    Tunnel Fighter [race](+2 initiative and +1 damage rolls for critical hits (this damage is multiplied on a critical hit) while underground.)

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    SPECIAL ABILITIES
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    Racial abilities and traits
    Note: Exiled / Mountain Dwarf

  • Slow and Steady: speed never modified by armor or encumbrance.
  • Darkvision up to 60 feet.
  • Stubborn: +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first.
  • Mountaineer: immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces
  • Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Automatic check to notice such features within 10 feet.
  • Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
  • Craftsman: +2 racial bonus on all Craft or Profession checks that create objects from metal or stone
  • Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
  • Hatred: +1 bonus on attack rolls against orc and goblinoid creatures

    Rogue Abilities
    Weapon and armor proficiencies: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword // light armor

    Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

    Sneak Attack +1d6: 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.

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    EQUIPMENT
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    Light load: 58 lb / Med load: 116lb / Hvy load: 175lb
    CURRENT LOAD: 55.5 lbs (lt load)

    On Person
    Studded Leather armor...25gp..20lbs

    Weapons
    Shortsword..............10gp...2lbs
    Shortbow................30gp...2lbs
    Arrows (20)..............1gp...3 lbs

    Backpack
    backpack.................2gp...2lbs
    canteen..................2gp...1lb
    2 sacks.................0.2lb..1lb
    hemp rope...............1gp..10lbs
    grappling hook..........1gp...4lbs
    flint and steel.........1gp
    soap....................0.01gp.0.5lbs
    2 sacks of flour........0.02gp.1lb
    hammer..................0.5gp.2lbs
    4 pitons................0.4gp.2lbs

    Belt pouch
    belt pouch...............1gp..0.5lb
    compass.................10gp..0.5lb
    thieves' tools (common).30gp..1lb
    whetstone................0.02gp.1lb
    chalk (10)...............0.1gp
    2 alkali flasks.........30gp...2lb

    Cash: 4.75gp
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    SCENARIO HISTORY
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    The Disappeared

    background:
    BACKSTORY
    Ruar Flint, a Janderhoff mountain guide/scout/explorer, was sent to prison for a crime he did not commit. Flint promptly escaped from a maximum-security stockade to the Storval Plateau. He hid for a time among the tribe of a Shoanti chieftain he had saved from a frosty doom years ago before seeking his fortune down the Yondabakari in Kaer Maga. There, still wanted in his homeland, he survived as a treasure hunter and dungeoneer. The news was that if you have a problem, if no one else can find what you seek, and if you can find him, maybe you can hire Ruar Flint. Wind of his burgeoning talents met the ears of the local Venture-Captain, and Flint was quickly recruited. Now, he puts his lust for treasure, his sense of adventure, and his need for affirmation in the hands of the Pathfinder Society.

    PHILOSOPHY
    Get the loot (for the greater good, right?), protect the group, get out.
    Flint avoids extortion, bullying, and other forms of exploiting and harming others, but frequently rationalizes his less moral conduct and is not huge on things like laws and property rights. He remains bitter, though largely silent, about the crime that drove him from his home.

    PERSONALITY
    Ruar is friendlier than most dwarves, but any perceived slights will quickly draw his ire and make the more chaotic side of his alignment come out.
    Once Ruar perceives that someone is trustworthy or a friend, he views them like a wolf in his pack - fiercely loyal, always friendly and helpful, quick to defend his friends against outside foes.

    APPEARANCE
    Flint appears stocky and strongly built, but he moves with ease and agility, not unlike a fat cat. He wears his auburn hair in a mild fauxhawk. Swirling blue tattoos that match his piercing eyes cover parts of his arms and neck.

    random origin rolls
    born underground [tunnel fighter]
    both parents alive
    2 siblings: older and a younger bro
    raised by middle class merchants
    took life when young
    henchman (worked for someone else) [oathbound [faith](reroll charm/compulsion), child of the streets (+1 sleight of hand)]
    influential associate(s): liege lord [influence (+1 diplo/intim)] and/or the boss and/or the criminal
    drawback: Hedonistic

    Future Development?:

    Mix in some Fighter
    SCOUT/TRAPSMITH
    use battle axe/short sword; have silver warhammer and cold iron kukri/ss on hand as well
    3: two-weapon fighting
    5: dodge
    7: improved TWF
    9: vital strike
    11: sliding axe throw (assumes a FTR level or more)

    Talents:
    2: Finesse Rogue - save until Dex/Str difference > 1
    4: minor magic
    6: trap spotter
    8: major magic
    10: [advanced]
    12: fast stealth
    combat trick
    bleeding attack
    weapon training

    Advanced:
    crippling strike
    defensive roll
    improved evasion
    feat
    opportunist
    skill mastery