Churgri of Vapula

Tehs's page

24 posts. Alias of SqueezeMeNow.


Full Name

Tehs

Race

Kobold

Classes/Levels

Rogue 2 / Sorcerer 1

Gender

Male

Size

Smol

Age

22

Alignment

NE

Deity

Asmodeus

Location

Here

Languages

Draconic, Common

Strength 4
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 11
Charisma 18

About Tehs

Attacks:

Dagger -2 to hit | 1d3-3 | 19-20 x2 | P or S | 10'
Hand Crossbow +4 to hit | 1d3 | 19-20x2 | P | 30'

BAB = 1
CMB = -2

Special Notes:

Defense:

HP: 20/20(9 [1d8] + 1, 6 [1d8] + 1, 5 [1d6] +1)
Fort: 1 ( 0 base, 1 stat) Ref: 6 ( 3 base, 3 stat) Will: 2 ( 2 base, 0 stat)
AC: 14 (10 base, 3 Dex, 0 armor, 0 shield, 0 dodge, +1 size , 0 natural, 0 misc)
Flatfooted: 11
Touch: 14
CMD: 11 ( 10 base, 1 BAB, -3 Str, 3 Dex)

Special Notes:

Spells:

Cantrips [DC15]: Prestidigitation, Spark, Light, Mage Hand

1st Level [DC16]: Obscuring Mist, Blend With Surroundings

Racial:

Favored Class: Sorcerer

Dragon Affinity: Kobold sorcerers with the draconic bloodline or kobold bloodline treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait.

Spellcaster Sneak: Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.

Day Raider: You’re one of the few kobolds born with a greater tolerance for sunlight. You don’t have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.

Class Features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

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 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.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.

Superior Sniper:

Benefit(s): A rogue who selects this talent gains Expert Sniper as a bonus feat. If she already has this feat, she can instead select any feat that lists Expert Sniper as a prerequisite, as long as she meets the feat’s prerequisites.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Draconic (Red)

Chew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Traits:

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +1 trait bonus to Stealth checks.

Smoke Resistant (Kobold, Red-Scaled): You’ve spent so much of your life around fires that smoke no longer affects you the way it does other creatures.

Benefit: Your vision isn’t impaired by non-magical smoke, and you gain a +5 trait bonus on Fortitude saves to avoid coughing and choking because of smoke inhalation. This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics.

Feats:

Kobold Sniper [1st Level](Combat, Kobold): You snipe quickly, making it harder for others to find the location of your attack.
Prerequisites: Stealth 1 rank, kobold.

Benefit: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.

Normal: You take a –20 penalty on your Stealth check to maintain your obscured location while sniping.

Accomplished Sneak Attacker [3rd Level]: Your strikes against a foe’s vital spots are extra deadly.

Prerequisite(s): Sneak attack class feature.

Benefit(s): Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Expert Sniper (Combat) [Rogue Talent]: Your quick ranged attacks make you difficult to locate.

Prerequisite(s): Stealth 3 ranks.

Benefit(s): You reduce the penalty on your Stealth checks to stay hidden while sniping by 10.

Normal: You take a –20 penalty on Stealth checks to stay hidden while sniping.

Chew Materials [Sorcerer Bonus]:
You can cast many spells without needing to utilize minor material components.

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Skills:

( 8 Base, 2 bonus, 1 Mod) 2 levels (2 Base, 2 Bonus, 1 Mod) 1 levels = 27 SP

* = Class Skill
ACP = 0 ( 0 armor, 0 shield)

Acrobatics (DEX)*: 8 [ 2 ranks, 3 mod]
Bluff (CHR)*: 10 [3 ranks, 4 mod]
Climb (STR)*: 2 [2 ranks, -3 mod]
Diplomacy (CHR)*: 9 [2 ranks, 4 mod]
Disguise (CHR)*: 8 [2 ranks, 3 mod]
Disable Device (DEX)*: 9 [ 3 ranks, 3 mod]
Escape Artist (DEX)*: 9 [ 3 ranks, 3 mod]
Knowledge [Arcana] (Int)*: 7 [1 ranks, 1 mod, 2 trait][/b]
Perception (WIS)*: 6 [ 3 ranks, 0 mod, ]
Sleight of Hand (DEX)*: 8 [ 2 ranks, 3 mod]
Stealth (DEX)*: 16 [ 3 ranks, 3 mod, 2 racial, 1 trait, 4 size]
Use Magic Device (CHR)*: 9 [2 ranks, 4 mod]

Special Notes: Gets +1 Perception for finding traps from Trapfinding.

Equipment:

MW Dagger, 302 GP, 1/2 lbs.
MW Darkwood Hand Crossbow, 410 GP, 1/2 lbs.
Crossbow bolts, light (10), 1 GP, 1 lbs.
Crossbow bolts, light (10), 1 GP, 1 lbs.*
Outfit (Explorer’s), 10 GP 8 lbs. ^
Bag, Handy Havesnack, 2000 GP, 5 lbs.
Potion (CLW), 50 GP, 1 lbs.*
Smokestick, 60 GP, 1 1/2 lbs.*
Pouch (Waist), 5 SP 1/4 lbs.
MW Thieves Tools, 100 GP 2 lbs.*
Bedroll, 1 SP, 5 lbs.*
Waterskin (x2)*, 2 GP 8 lbs.*
Rations (Trail)*, 3 GP 6 lbs*
Bitterleaf Oil, 20 GP, 5 lbs.*

*- In the handy havesnacks.
^- Free starting outfit, worn.
Special Notes: Bitterleaf oil is a lore item that Kobolds use on their scales to stop themselves from shedding and is basically their version of hygiene. No in game item exists so this is fluff.

3 PP, 18 GP, 12 SP, 20 CP

Current Weight = 7.25 Lbs.

[Light = < 9.75 lbs.] [Medium = 10 - 19.5 lbs.] [Heavy = 20 - 30 lbs.]


Background:

Description:

Progression and Party Role: