Adventurer

Thistletorp Babblebrook's page

382 posts. Alias of Thackery Baxter J Thorington.


Race

HP 70| Init: +9| Perc:+12/+14 traps/+12 surprise | AC 22/ T20/FF14/Tr 24 Uncanny Dodge

Classes/Levels

Fort +5 | Ref +13 (+15 traps) | Will +3 | immune to fear | Evasion | +27 Stealth

About Thistletorp Babblebrook

Thistletorp Babblebrook
Kender Unchained Rogue 7
NG Small humanoid (kender)
Init +9 Senses ; Perception +10 (+13 to find traps) (+11 vs surprise)

DEFENSE

AC 22, touch 20, flat-footed 14, vs traps +24
(+2 armor, +7 Dex, +1 Size, +1 dodge, +1 Deflection ) uncanny dodge,
hp 70 (7d8+2)
Fort +5 Ref +13 (+15 to avoid traps), Will +3
immune to fear (magical and mundane), evasion

OFFENSE

Speed 30 ft.
Melee short sword+1 +12 (1d4+8) or
short sword+1 +12 (1d4+8)
Ranged masterwork shortbow +12 (1d6) or

Special Attacks sneak attack 4d6, debilitating injury, taunt

STATISTICS

Str 5 (-3), Dex 24 (+7), Con 14 (+2), Int 13 (+1), Wis 11 (+0), Cha 14 (+2)
Base Atk +5; CMB 0 (+4 to dirty trick); CMD 16 (17 vs dirty trick)
Feats Weapon Finesse (swords), two weapon fighting, dodge, mobility, improved dirty trick, greater dirty trick, extra talent
Traits Reactionary (+2 init), Convincing Liar (+1 Bluff), Naive (drawback)
Skills Acrobatics(+22), Bluff(+13)(+17 to taunt), Climb (+7), Disable Device (+19)(+21 bust traps), Escape Artist (+17), Perception(+12)(+15 for Traps), Sense Motive (+10), Sleight of Hand (+18), Stealth (+27), Use Magic Device (+11); Racial Modifiers +4 Hide, +2 Perception, +2 Open Lock, +2 Sleight of Hand, -4 Conc
Languages Abanasinian, Elf, Kenderspeak
SQ trapfinding +2
Gear cloak of elvenkind, boots of elvenkind, 2 Short swords, shortbow, leather armor, climber’s kit,handy haversack, 3 potions of invisibility, 1 potion of cure light wounds ; weight of gear X lbs; X.XXgp

Special Abilities

Naive: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

Taunt: can use bluff to taunt foes. A taunted foe takes -1 to attacks and AC until taunter's next action. Anybody can taunt, but kender get a +4 racial bonus to bluff checks made for the purpose.

Sneak Attack: 4d6 precision damage to flat-footed or flanked foes within 30 feet. Does not work on foes with concealment.
Trapfinding: Can disarm magical traps. +½ rogue level to Perc to find traps and to disable device. Can use disable device on magic traps.
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:

Fast Stealth:

Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Combat Trick: Greater Dirty Trick:

Benefit: You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action.
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target’s CMD. Removing the condition requires the target to spend a move action.

Underhanded Trick:

A rogue who selects this talent gains Improved Dirty Trick as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty Trick (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.
Improved dirty trick:
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.

Resiliency:

Benefit: Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

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). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex)
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue’s Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Sense Motive: 5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

gear:

11750gp
- 10 gp 2 short swords
- 15 gp shortbow
- 5 go leather armor
- 2500 gp cloak of elvenkind
- 2500 gp boots of elvenkind
-2000 gp handy haversack
-3750 (shadow bonus to armor)
-950 (`19 cure light wounds potions)