Guiltgorger Giant

Scrabble's page

129 posts. Alias of Doomed Hero.


HP 9/9, AC 18*, Fort +3, Dex +8, Will +3, Perc +5, Init +5

Special Abilities

Darkvision 60,


Neutral Evil


Goblin, Giantish



Strength 6
Dexterity 20
Constitution 12
Intelligence 11
Wisdom 12
Charisma 10

About Scrabble

Legendary Rogue 2 (vexing dodger, canny scoundrel, adjusted)

Party role: Scout, tracker, trapspringer


Me Scrabble

Description and Personality:

Scrabbler has long arms and short legs, giving him an almost simian stature. He rarely stops moving, unless he's crouched in wait, about to burst into motion again.

He likes jumping, running, climbing, and most of all stabbing.

Scar Record:


HP: 15 (8, +5, +2 con)

AC 19 (+5 dex, +2 armor, +1 size, +1 deflection)
CMD 12 (10, -2 str, +5 dex, +0 bab, -1 size)
...+1 vs foe being ridden

Foes who hit with natural attacks must make DC 15 reflex save or take 1 point of damage

+3 Fort (+0 rogue, +1 con, +1 tenacity, +1 resistance)

+9 Ref (+3 rogue, +5 dex, +1 resistance)

+3 Will (+0 rogue, +1 wis, +1 tenacity, +1 resistance)


Init +5

Movement 20
Climb 10

BaB +1
CMB -1/+6
...use Dex instead of Str for Steal and Dirty Trick maneuvers, or any maneuver made with a finesse weapon.

Steal +9 (+1 bab, +1 size, +5 dex, +2 slight of hand (scoundrel))
...+1 attack vs larger enemies when no allies are adjacent
...use Slight of Hand ranks in place of BaB for Steal and Dirty Trick maneuvers

Dirty Trick +9 (+1 bab, +1 size, +5 dex, +2 slight of hand (scoundrel), +2 improved dirty trick)
...dirty trick does not provoke)
...+1 attack vs larger enemies when no allies are adjacent
...use Slight of Hand ranks in place of BaB for Steal and Dirty Trick maneuvers

Sawback Shortsword +7, 1d4-2+1, 19/20 crit
...+1 damage on first strike of combat, whetstone
...+1 attack vs larger enemies when no allies are adjacent

Spiked Gauntlet +7, 1d2-2+1, x2 crit
...+1 attack vs larger enemies when no allies are adjacent

Dagger +7, 1d3-2+1, 19-20 crit, 10' range
...+1 damage on first strike of combat, whetstone
...+1 attack vs larger enemies when no allies are adjacent

Shuriken +3, 1d3-2+1[/dice]

...+1d6 sneak attack
... +1d6 fatal thrust
... Mark Target as Swift action

Bear Trap, +10 attack, 2d6+3 damage.
...+1 damage on first strike, whetstone

Feats, Spheres, Traits and Drawbacks:

Goblin Foolhardiness: When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons.
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Vainglory: You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.

Feat Tax Rules

Roll With It (1st level)
Improved Dirty Trick (vexing dodger 2)

Weapon Finesse (feat tax bonus)
Agile Maneuvers (feat tax bonus)
Combat Expertise (feat tax bonus)
Power Attack/Piranha Strike (feat tax bonus)
Deadly Aim (feat tax bonus)


Martial Tradition: Thief (scoundrel, fencing, equipment)
Weapons: Simple weapons, blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip.
Armor: Light
Special: Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.


Bonus skill ranks marked with asterisk*
ACP**: -0

Class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (wis), Swim (Str), and Use Magic Device (Cha).

Ranks per level: 8 rogue, +1 favored class, +1 bonus bluff, +1 bonus climb
Total 22

+6 Perception (2 rank, +1 wis, +3 class)
...+1 find tracks
+6 Survival (2 rank, +1 wis, +3 class)
...+1 follow tracks
+6 Heal (2 rank, +1 wis, +3 class)
+6 Sense Motive (2 rank, +1 wis, +3 class)
+4 Bluff (2* ranks, +3 class, -1 drawback)

+14 Acrobatics** (2 rank, +5 dex, +3 class, +4 racial)
+15 Climb** (2* rank, +3 class, -2 str, +12 racial)
+7 Ride (2 rank, +5 dex)
+13 Stealth** (2 rank, +3 class, +5 dex, +4 size, -1 drawback)
+10 Slight of Hand** (2 rank, +5 dex, +3 class)
...+2 to conceal items on person
+5 Escape Artist** (+5 dex)

+11 Disable Device (2 rank, +5 dex, +3 class, +1 trait)

Scoundrel Sphere:

Swift Hands: You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Marked Target: You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is Battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.
Battered (condition)
Heavy blows have left a creature with this condition vulnerable to further attacks, imposing a -2 penalty to the creature’s CMD and preventing them from taking attacks of opportunity provoked by a creature performing a combat maneuver. Some talents have different effects or activation times against battered creatures. The battered condition can be removed by taking the total defense action, or through the restore ability of the Life sphere (see Spheres of Power), the lesser restoration spell, or similar effects. When inflicting the battered condition on a target that is already battered, the rounds stack when determining duration.

Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

Fencing Sphere:

When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Equipment Sphere:

Finesse Fighting You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. First rank gained for free w/ feat tax rules


Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.

Climb Package (rogue 2) You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty. Associated Movement Mode: Climbing. Associated Skill: Climb.

Rogue Abilities:

Martial Focus: Characters gain their martial focus after a minute of rest, or by taking the total defense action. You may not by any means regain focus more than once per round.

When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13. You can also expend your martial focus to gain the benefit of certain combat talents and class features, as described in their entry, while other talents and abilities may require you to currently have martial focus.

Sneak Attack: The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Ways to get Sneak Attack
Rogue is invisible
Rogue is using stealth
Enemy is flat-footed
Enemy is crossing narrow surface/uneven ground (causes flat-footed)
Enemy is flanked
Enemy is blind
Enemy is feinted
Enemy is helpless
Enemy is cowering
Enemy is stunned
Enemy is paralyzed (causes helpless)
Enemy is unconscious (causes helpless)
Enemy is pinned (causes flat-footed)
Enemy is climbing
Enemy is running
Enemy is squeezing

Limb-Climber (Ex) When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.
This ability replaces Skill Specialty (trapfinding).

Combat Training (Ex): A canny scoundrel is considered an Adept practitioner, gaining spheres and talents as appropriate, and uses the higher of their Charisma or Intelligence as their practitioner modifier.

This replaces the rogue talents gained at 4th, 8th, 12th, 16th, and 20th level.

Tenacity: (legendary rogue) A rogue is cunning and resilient, she gains a +1 bonus on her Fortitude and Will saves. These bonuses increase by 1 at 7th level and again at 14th level.

Inherent Talent Survivalist (Ex): A rogue with this talent adds Heal, Knowledge (nature), and Survival to her list of class skills. She can use Perception to follow tracks as per the Survival skill and adds half her rogue level (minimum 1) on Perception and Survival checks made to find or follow tracks.

Evasion (rogue 2) Upon successful reflex saves, take no damage instead of half.


Favored Class: Rogue
1) +1 skill point
2) +1 skill point

Automatic Bonus Progression
1) Resistance, +1 to saves
2) Elusiveness, +1 deflection to AC

Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.

Darkvision: Goblins see perfectly in the dark up to 60 feet.

Cave Crawler: Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Goblins with this racial trait have a base speed of 20 feet and lose the fast movement racial trait.




WBL 1:

Cash: 0

Armor: Leather
Vest: Barbed Vest

In pouches/on belt:
Thieves Tools
Sawback Shortsword (15 gp)


Bear Trap (2 gp),
hammock (1 sp),
pitons x3 (3 sp),
8 days rations (4 gp)

A potato serving as a pincushion to collect bent pins and needles
A heavily-defaced angel pendant with its wings removed and nailed to a small bird statuette that's missing its eyes and wings
A sack of bird heads; roughly half have had their beaks bitten off
A heavily scratched glass prism that refracts light into tiny rainbows when light hits it just right




Level 1: Rogue (Vexing Dodger) 1
Resistance (ABP)
Roll With It (1st level feat)

Level 2: Rogue 2
Instinct: evasion (rogue 2)
Improved Dirty Trick (vexing dodger 2)
Athletics Sphere: Climb (rogue 2 sphere)
Elusiveness +1 (ABP)
Combat Expertise (feat tax)
Power Attack/Piranha Strike (feat tax)
Deadly Aim (feat tax)

Level 3: Monk 1 (MoMS, Iron Mountain, Hungry Ghost)
Thick Skin (ABP)
Improved Unarmed Strike (associated)
Punishing Kick (hungry ghost bonus)
Monkey Shine (MoMS bonus)
Snake Style (3rd level feat)

Level 4: Monk 2
Toughness (Iron Mountain bonus)
Snake Fang (bonus style feat, MMoS 2)
Scale Foe (monk 2 sphere)

Level 5: Rogue 3
Avoidance: Unflinching (rogue 3)
Critical Sneak (rogue 3)
Telling blow (rogue 3)
Combat Reflexes (5th level feat)
Footwork (fencing sphere, rogue 3)

Wish list:

Stand Still