Faxon

Savras Skuld's page

60 posts. Alias of Dennis Harry.


Race

Tiefling Unchained Rogue 5 | HP = 30 | AC 15 | F +2 R +7 W +2 | CMD 16 (18 Traps) | Ini +3 | Per +9 (+11 Traps)(Alert to Sound When Asleep - Sleep DC Halved)

About Savras Skuld

Savras Skuld Tiefling – Unchained Rogue 5

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 = 30 (8 – 1st (+1 Con +1 Favored Class, 5 - 2nd, 5 - 3rd, 5 - 4th, 7 - 5th)

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 60+3 Favored Class = 63

Skills Skill Total Ranks Class Bonus Miscellaneous Bonus Ability Score
Acrobatics (Dex), 11 5 3 3
Appraise (Int), 8 1 4 3
Bluff (Cha), 10 5 3 2 0
Climb (Str), 8 5 3 0
Craft (Int), 0
Diplomacy (Cha), 5 2 3
Disable Device (Dex), 11 5 3 3
Disguise (Cha), 0
Escape Artist (Dex), 8 2 3 3
Intimidate (Cha), 0
Knowledge (dungeoneering) (Int), 12 5 3 4
Knowledge (local) (Int), 12 5 3 4
Linguistics (Int), 9 2 3 4 Polygot, Auran
Perception (Wis), 9 5 3 1
Perform (Cha), 0
Profession (Wis), 0
Sense Motive (Wis), 9 5 3 1
Sleight of Hand (Dex), 11 5 3 3
Stealth (Dex), 13 5 3 2 3
Swim (Str), 8 5 3 0
Use Magic Device (Cha). 6 3 3

Feats: 1st Combat Expertise, 3rd Improved Trip, 5th Improved Disarm

(6th Rogue Talent Trap Spotter - 7th – Improved Initiative)

Special:

Finesse Training (Dexterity to Attack and Damage with Rapier), Sneak Attack (+3d6), 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)

Rogue Edge -

Skill Unlock - Perception : 5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.

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, Auran

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

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Special Equipment:

Antitoxin Vial (2 - 100 GP)

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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)
Waterskin (2 - 2 GP)
Mirror, Small Steel (10 GP)
Oil 1 Pint Flask (1 SP)
Rations (7 days) 7 GP
Rope Silk (2) 50' each

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Remaining Platinum - 100
Remaining Gold - 334
Remaining Silver - 7
Remaining Copper - 9

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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.