Full Name |
Ta'Gor |
Race |
Tiefling (Infernal) |
Classes/Levels |
Rogue-4 (4.0) |
Gender |
Male |
Size |
M (5'10") |
Age |
26 |
Special Abilities |
As per class, race and level only. Replace spell-like ability with claws (natural attack), replace fiendish sorcery with prehensile tail. |
Alignment |
N (LN tendancies) |
Location |
Cheliax |
Languages |
Common, Abyssal, Infernal, Draconic, Aklo, Goblin. |
Occupation |
Underground Chemist (Archetype) |
Strength |
14 |
Dexterity |
16 |
Constitution |
13 |
Intelligence |
16 |
Wisdom |
10 |
Charisma |
10 |
About Ta'Gor Twice-Fallen
Favored Class- Rogue (+1 hp per level).
Hit Points- 24
Armor Class- 18 (+1 Magical Chain Shirt + Dex).
Racial Abilities:
Fiendish Resistance- Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled- Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darkvision- Tieflings can see perfectly in the dark for up to 60 feet.
Claws-two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
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.
Character Traits:
Courageous- You gain a +2 trait bonus on saving throws against fear effects.
Exile- You gain a +2 trait bonus on Initiative checks.
Archetype Abilities (Underground Chemist):
Chemical Weapons (Ex)-At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.
Precise Splash Weapons (Ex)-At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level.
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skills (points assigned): Acrobatics-3, Appraise-1, Bluff-2, Climb-2, Craft (Alchemy)-2, Diplomacy-1, Disable Device-3, Disguise-1, Escape Artist-2, Knowledge (arcana)-1, Knowledge (local)-2, Knowledge (dungeoneering)-1, Knowledge (planes)-1*, Linguistics-1, Perception-3, Sense Motive-1, Stealth-2, Swim-1, Use Magical Device-3. *= not a class skill.
Class Abilities:
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-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. 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
Rogue Talents:
Bomber (Su)-A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist's bombs, except they deal damage equal to the damage dealt by the rogue's sneak attack (the rogue doesn't add her Intelligence modifier to this damage).
Bomb Ability Description(for above)-Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist ( also applies to Rogue) must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage. Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Feat(s):
Splash Weapon Mastery: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
Far Shot (for splash weapons only):You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Power Attack.