Faxon

Savras Skuld's page

19 posts. Alias of Dennis Harry.


Race

Tiefling Unchained Rogue 4 | HP = 23 | AC 15 | F +2 R +7 W +2 | CMD 16 (18 Traps) | Ini +3 | Per +8

About Savras Skuld

Savras Skuld Tiefling – Unchained Rogue 4

A Tiefling from the Chelaxian colony of Sargava.

Strength 10
Dexterity 16 (+2 Racial)
Constitution 12
Intelligence 18 (+2 Racial)
Wisdom 12 (+1 Ability Score Increase)
Charisma 10 (-2 Racial)

Initiative +3

HP = 23 (8 – 1st (+1 Con +1 Favored Class, 5 - 2nd, 5 - 3rd, 5 - 4th)

AC = 15 [Leather Armor]

BaB +3

Rapier + 6 – Damage 1d6+3
Spiked Chain - +6 – Damage 2d4+3

[IF Dual Wielding - +4 Attack Bonus]

CMD = 16 [18 versus trips]

CMB = +3 [Trips +7]

Fortitude – +2
Reflex – +7
Will - +2

Skill Points 48+3 Favored Class = 51

Skills Skill Total Ranks Class Bonus Miscellaneous Bonus Ability Score
Acrobatics (Dex), 10 4 3 3
Appraise (Int), 0
Bluff (Cha), 9 4 3 2 0
Climb (Str), 7 4 3 0
Craft (Int), 0
Diplomacy (Cha), 4 1 3
Disable Device (Dex), 10 4 3 3
Disguise (Cha), 0
Escape Artist (Dex), 8 2 3 3
Intimidate (Cha), 0
Knowledge (dungeoneering) (Int), 11 4 3 4
Knowledge (local) (Int), 11 4 3 4
Linguistics (Int), 8 1 3 4 Polygot
Perception (Wis), 8 4 3 1
Perform (Cha), 0
Profession (Wis), 0
Sense Motive (Wis), 8 4 3 1
Sleight of Hand (Dex), 10 4 3 3
Stealth (Dex), 12 4 3 2 3
Swim (Str), 7 4 3 0
Use Magic Device (Cha). 6 3 3

Feats: 1st Combat Expertise, 3rd Improved Trip,

(5th – Improved Initiative – 7th Imroved Disarm)

Special:

Finesse Training (Dexterity to Attack and Damage with Rapier), Sneak Attack (+2d6), Trapfinding (+2 Perception), Evasion, Danger Sense +1, Debilitating Injury, Uncanny Dodge

Rogue Talents – Combat Trick (2 Combat Feats) Two Weapon Fighting, Exotic Weapon Proficiency (Spiked Chain)

Traits:

Chain Master Tiefling - Benefit You gain a +2 trait bonus on combat maneuver checks made to trip opponents with a spiked chain or whip.

Neutralizing Gut - Benefit(s): You gain a +2 trait bonus on saving throws against contact and inhaled poisons, and a +3 trait bonus on saving throws against ingested poisons.

Languages – Common, Polygot, Infernal, Draconic, Abyssal, Elven, Orc

Items:

Cloak of the Hedge Wizard -Divination At Will Prestidigitation and Detect Magic - 1x date Detect Secret doors and True Strike.

2500 GP

Burglars Bracers

Turn into Masterwork Thieves tools at Will. 1x day can take 10 on disable device check even if under duress.

1000 GP.

Handy Haversack

2,000 GP.

Pathfinder Wayfinder

---

Special Equipment:

Antitoxin Vial (2 - 100 GP)

---

Mundane Items:

Light Crossbow (35 GP)
19 Bolts (2 GP)
Javelin (2 - 2 GP)
Daggers (5 - 10 GP)
Backpack (2 - 4 GP)
Bedroll (1 SP)
Flint & Steel (1 GP)
Grappling Hook (1 GP)
Cloth (1 SP)
Torches (10 - 1 CP)
Rope, Silk (10 GP)
Waterskin (2 - 2 GP)
Mirror, Small Steel (10 GP)
Oil 1 Pint Flask (1 SP)
Rations (7 days) 7 GP

---

Remaining Platinum - 100
Remaining Gold - 354
Remaining Silver - 7
Remaining Copper - 9

---

Racial:
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. REPLACES - Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.