About SkithryxStatistics:
Male Kobold Unchained Rogue Snare Setter of Zyphus 3
N Small Init +3; Senses Perception +17; Darkvision ------------------------------ DEFENSE ------------------------------ AC 20; +1 vs traps, touch 14, flat-footed 17 (+3 dex, +1 size, +4 armor, +2 shield) hp 21 Fort +2, Ref +6; +1 vs traps, Will +2 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee +6 Sickle (1d4+3) Range +6 Light Crossbow (1d6) 19-20x2 ------------------------------
Feats Skill Focus (Craft: Traps), Learn Ranger Trap (Tripwire, Poison), Skill Focus (Perception) Skills
Languages Draconic, Common, Undercommon, Giant Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ 782gp (4031 earned) 5/9PP Is there a we be goblins chronicle I need to apply at this level? Eyes of the Eagle
Spoiler:
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, torches (10), trail rations (5 days), and a waterskin. Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Traits - Frost Spitter, Fatal Trapper Race
Class
*Snare Setters count as rangers for the purposes of this feat.* Special: A ranger can use ranger traps a number of times per day equal to 1/2 his ranger level + his Tripwire: A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save. Poison: The trap poisons the creature that triggers it. If it is a supernatural trap, the poison deals 1d2 Con damage per round for 6 rounds. If it is an extraordinary trap, the ranger must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison's effects and DC. Trapper (Ex): At 1st level, a snare setter gains Learn Ranger Trap (see page 24) as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he’s considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap. This ability replaces sneak attack (but see below). Trapsmithing (Ex): A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps. This ability replaces trapfinding. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Deadly Traps (Ex): At 3rd level, the snare setter’s traps deal an additional 1d6 points of damage on the first round they’re activated. This damage is of the same type the trap normally deals. Traps that don’t deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th). Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
Proposed Build/Notes:
N White Kobold Snare Setter Unchained Rogue
Traits - Frost Spitter, Fatal Trapper FCB - Skills Feats
Rt
Items?
|
