Lem

Tihk's page

No posts. Alias of DW Duck.


About Tihk

Slowly Importing Data for Back Up Character for Choon's RA T1

Appearance:

It's entirely possible that you've never seen such heavy armor made so small. Each piece of armor appears to have come from a different suit but it matches just enough that it was clear fashion was taken into account.

Back Story:

Unbeknownst to our hero his origin not very kind. He was kidnapped from his family before he was old enough to keep memories of them and his infant flesh was taken to Rappan Athuk with the intent to be used as a sacrifice for an evil God. Sometimes even evil has it's limits. Through sympathy, the pity of strangers, and more sheer dumb luck than anyone deserves Tihk survived his infancy.

It didn't take long to discover that so much luck came at a price. Tihk's sight never fully formed and he can not see much further than what is immediately in front of him. Some would consider this an ability, but no, not our Hero, for he would proudly say it allows him to focus only on what is immediately important at the time.

Misc Stats:

41 Current HP
41 Max HP
d10, 1st Max (10), 2-4 AVG 5 (15), CON +4 (16)
Init +1 (DEX Only)
Senses Vision limited to 30ft; Darkvision, Low Light Vision; Perception +?;
Movement on Foot 15ft/3Sq
Mounted Movement
Favored Class: Paladin (Sacred Shield) FCB selected every level
Gold:
Weight Carried:
Current XP: 9,000?
XP to Next Level: 6,000 (15k Total)
Height
Weight

Stat Block:

Core Levels: Paladin (Sacred Shield) 4
Gestalt Levels: Oracle 1, Sorcerer (Psychic) 1

Max HP 41 ({BASE}10+{LVL2-4}AVG(3d10)+{CON}(4*4)
STR 12 +1 Base 13 -2Racial +1LVL4
DEX 12 +1 Base 12
CON 18 +4 Base 16 +2Racial
INT 10 +0 Base 10
WIS 18 -1 Base 08
CHA 20 +5 Base 18 +2Racial


Defense:

Underground Terrain:
AC 27; Touch 14; Flat-Footed 23
Size +1, DEX +1, +2 Dodge, MWK Spiked Full Plate +9, +1 Spiked Heavy Steel Shield (Shield Focus Feat) +4
Gnome Alt Trait - Bond to the Land: Select Ranger Favored Terrain. Receive +2 Dodge while in that terrain. Terrain Selected:
Underground

Above Ground:
AC 25; Touch 12; Flat-Footed 23
Size +1, DEX +1, MWK Spiked Full Plate +9, +1 Spiked Heavy Steel Shield (Shield Focus Feat) +4

Fort +13 +4 Class, +4 CON, +5 CHA
Ref +7 +1 Class, +1 DEX, +5 CHA
Will +8 +4 Class, -1 WIS, +5 CHA
+2 Against Illusions and Spell Effects
Illusion Resistance, Gnome Trait
2nd Level Paladin Feature - Divine Grace: Add CHA Bonus to all Saving Throws
3rd Level Paladin Feature - Aura of Courage: Immune to Fear,
Allies within 10ft receive +4 to Saves vs Fear

3rd Level Paladin Feature - Divine Health: Immune to all diseases
****************************************
CMD 20
+3 BAB, +2 STR, +4 DEX, +1 Dodge (Gunslinger Class - Nimble +1)
CMD +4 Racial against Bull Rush, Trip (Stability)

Armor: Mithril Chain Shirt
Shield: Darkwood Buckler
Magic Items: None


Offence:

BAB +3 Primary Class Alchemist Lvl 4
Melee +5 +3 Class, +2 STR
Range +7 +3 Class, +4 DEX
CMB +5 BAB 3 + 2 STR

Melee Weapons
Spiked Gauntlet (Left Hand)
+5 ATK 1d4+2 Piercing Crit x2
Simple / Light / Can't Disarm

Dwarven Dorn Derger (Collapsed on Lower Back)
+5 ATK 1d10+3 Bludgeoning Crit x2
Exotic / Two-Handed / Reach and Adjacent
Proficiency gained from Dwarf Racial Trait: Weapon Familiarity

Throwing Axe x4 (Two stacked together on either Lower Thighs)
+5 ATK 1d6+2 Slashing Crit x2
Light / Thrown (10ft)
+7 ATK if Thrown

Ranged Weapons
MWK Heavy Repeating Crossbow (Slung over Shoulder via strap)
+8 ATK 1d10 Piercing Crit 19-20/x2
Exotic / Ranged (120ft)
+1 ATK/DMG when target is withen 30ft
Given Free at Bolt Ace Lvl 1
+1 ATK for MWK

Light Repeating Crossbow x2
+7 ATK 1d8 Piercing Crit 19-20/x2
Simple Ranged (80 ft)
+1 ATK/DMG when target is withen 30ft

Alchemist Bombs x8/day
+8 ATK 2d4+4 Fire 6 Splash to Adjacent
DC 16 Ref Save for Half
Class / Ranged (20ft)
+1 ATK/DMG when target is withen 30ft
Precise Bomb Discovery: Select unaffected Squares for Splash Damage
Tanglefoot Bomb* Discovery: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Bonus Damage based on INT Mod
Splash Damage is based on minimum Die Roll w/Bonus
Bomb DC is 10 + Half Class Level + INT Mod
Splash Damage is not subject to Point Blank Shot
+1 from Throw Anything Feat

Bombs/Ammo Abreviations
--Bombs - Save DC 10 + 1/2 Alch Levels + INT Mod = 16
TF - Tanglefoot Bomb - 2d4 Rounds / -2 ATK / -4 DEX / Half Speed / DC17 STR or 15 DMG to break free if Stuck to Floor
Direct Hit: Entangled, Ref Save or Stuck to Floor
On Splash: Ref Save or Entangled and Stuck to Floor
IM - Impairing - INT Mod Rounds - Fort Save or Reduces Movement by 10ft, 10ft Minimum / Does not Stack w/Itself
MS - Minor Sickening - INT Mod Rounds - Fort Save or –1 ATK/DMG/Saves/Skills/Ability Rolls
--Ammo
DB - Durable Bolts
DBB - Durable Bludgeoning Bolt
PB - Pheramone Bolt
SB - Smoke Bolt
DCI - Durable Cold Iron Bolt
DS - Durable Silver Bolt


Alchemist - Grenadier (PFS) & Blightseeker:

Mutagen
Mutagens take 1hr to brew
Mutagens last 10 Min/Level (40 Min)
Only 1 Mutagen can be prepared at a time
All Mutagens listed below
Active Mutagen has +
Nat Arm +1 from FCB 1-4

STR: +3 NatArm / +4 STR / -2 INT
-DEX: +3 NatArm / +4 DEX / -2 WIS
CON: +3 NatArm / +4 CON / -2 CHA

Discoveries
LVL Earned - Name - Description
Only one Discory with * may be applied to bomb at a time
Open Extracts take 1 Min to Prepare

LVL2 - Precise Bomb - Can select which squares are effected by bomb
Bonus (Grenadier, PFS)
LVL2 - Infusion - Can share extracts with other players.
LVL4 - Tanglefoot Bomb* - A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
LVL6 - Removed due to Archetype

--Bomb Spores
Impairing: The target’s base land speed decreases by 10 feet, to a minimum of 10 feet. This effect doesn’t stack with itself.
Minor Sickening: The target is sickened, but it takes only a –1 penalty on affected rolls.

--Extracts
-----LVL 1
Known 8
+2 LVL 1 / +1 LVL 2-3 / +4 INT Mod
Per Day 4
+3 Class LVL 4 / +1 INT Bonus
-----LVL 2
Known 1
+1 LVL 4
Per Day 2
+1 Class LVL 4 / +1 INT Bonus

----------Prepared/Used
+ Unused / - Used
+LVL1 - Shield
+LVL1 - True Strike
-LVL1 - Available - Cure Light Wounds
-LVL1 - Available - Enlarge Person
-LVL2 - Alchemical Allocation
+LVL2 - Available

----------Formulae List
Learned - Name - Summary
******LVL 1 Formulae Known******
LVL 1 - Comprehend Languages - You understand all spoken and written languages.
LVL 1 - Cure Light Wounds - Cures 1d8 damage + 1/level (max +5).
High Int - Enlarge Person - Humanoid creature doubles in size.
High Int - Monkey Fish - Gain a climb speed and a swim speed of 10 ft. for a time.
High Int - Enlarge Person - Humanoid creature doubles in size.
High Int - Reduce Person - Humanoid creature halves in size.
LVL 2 - Shield - Invisible disc gives +4 to AC, blocks magic missiles.
LVL 3 - True Strike - +20 on your next attack roll.
*****LVL 2 Formulae Known******
LVL 4 - Alchemical Allocation - Gain potion’s benefits without consuming it.
Paid - Invisibility - 1 Min/Level
Paid - Restoration, Lesser - Heals 1d4 Temp Ability Dmg; Improves by 1 step - Exhausted > Fatigued > Fine


Gunslinger - Bolt Ace:

Start Each Day with Grit Pool equal to WIS Mod
WIS Mod is also Maximum
Earn Grit by Critical Hits or Killing Blows with any Crossbow

Deeds
Level 1 Deeds
Sharp Shoot (Ex)
1 Grit
Target Touch AC instead of Regular AC

Vigilant Loading (Ex)
More than 0 Grit Remaining
Reloading Crossbow doesn't provoke Attack of Opportunity

Gunslinger's Dodge (Ex)
Cost 1 Grit
When targeted by range, 5 ft step as immediate action to get +2 or drop pone for +4. Both Provoke AoO

Dares
-4th LVL


Skills:

4+INT(4) Skill Points per level / ACP 0 / FCB 0 / 8 Background

Alchemist - Grenadier Class Skills: Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Gunslinger - Bolt Ace Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str)

Fey Thoughts Racial Trait Class Skills: Sense Motive (Wis), Stealth (Dex)

AM = Ability Mod / R = Ranks / C = Class Bonus / O = Other Bonus

AM+R+C+O=TTL Skill Circumstantial
+4+1+3+0=+8 Acrobatics
+4+1+3+0=+8 Appraise +2 Gems/Precious Metals
-2+1+3+0=+2 Bluff
+2+4+3+2=+11 Climb +2 With Crossbow
^^+2 - Climber's Kit^^
+4+4+3+4=+15 Craft (Alch)
^^+2 - Alchemy Adept Trait^^
^^+2 - Alchemist Lab^^
-2+0+0+0=-2 Diplomacy
+4+1+3+2=+10 Disable Device
^^+2 - Mwk Thieves Tool^^
-2+0+0+0=-2 Disguise
+4+0+0+0=+4 Escape Artist
+4+1+3+0=+8 Fly
-2+4+3+0=+5 Handle Animal
+4+1+3+0=+8 Heal
-2+1+3+0=+2 Intimidate
+4+1+3+0=+8 K- arcana
Untrained K- dungeon
+4+1+3+0=+8 K- engineering
Untrained K- geography
Untrained K- history
+4+1+3+0=+8 K- local
+4+1+3+0=+8 K- nature
Untrained K- nobility
Untrained K- planes
Untrained K- religion
Untrained Linguistics
+4+4+3+0=+11 Perception +2 Unusual Stonework
-2+0+0+0=-2 Perform
Untrained Profession
+4+3+3+0=+10 Ride +2 to Stay in Saddle
+4+4+3+0=+11 Sense Motive
+4+1+3+0=+8 Sleight of Hand
+4+1+3+0=+8 Spellcraft
+4+1+3+0=+8 Stealth
+4+1+3+0=+8 Survival +3 to avoid getting lost (+2 Map Kit)
(+1 Compass)

+2+1+3+0=+6 Swim
-2+1+3+0=+2 Use Magic Device


Feats, Features, and Traits:

Traits/Drawback

Regional Glory of Old (Dwarf) You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Magic Alchemical Adept You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Drawback: Mark of Shame
Reskinned Mark of Slavery
Your name has been Slagged for a reason, and no matter how many years pass you will never outlive your failure

Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Racial Traits
Defense Racial Traits

  • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits

  • Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces hatred.

Senses Racial Traits

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

Offense Racial Traits

  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Feats
LVL 1 - Point Blank Shot - +1 to ATK and DMG when within 30ft with Range Weapon
LVL 1 (Class) - Throw Anything - You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
LVL 3 - Precise Shot - No Penalty for shooting into Melee

Alchemist (Grenadier PFS) Class Features
1st - Alchemy, bomb 1d6, Martial Weapon Proficiency - N/A, mutagen, throw anything
2nd - Discovery Infusion, Alchemical Weapon (Su), Precise Bombs (Ex)
3rd - Bomb 2d6, swift alchemy
4th - Discovery Tanglefoot Bomb*

Gunslinger (Bolt Ace) Class Features
Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, [/strike]and with all firearms[/strike]. They are proficient with all light armor.
1st - Deeds, grit, Cross Bow Maven
2nd - Nimble +1


Items:

Worn/Carried by Dalkk L'nshpad Other

..Slotted
.....Armor
D 1100.00 Gold 10.0 Lbs Mithral Shirt
L 0240.00 Gold 50.0 Lbs Leather Lamellar Barding (Familiar)
.....Shield
D 0203.00 Gold 02.5 Lbs Darkwood Buckler
.....Weapons
D 0000.00 Gold 16.0 Lbs Mwk Underwater Heavy Repeating Crossbow w/Crank Free from Crossbow Maven Class Feature
D 0050.00 Gold 15.0 Lbs Dwarven Dorn Derger
D 0035.00 Gold 04.0 Lbs Light Crossbow / Current Load: Smoke Bolt
D 0035.00 Gold 04.0 Lbs Light Cross Bow / Current Load: Pheromone Bolt
D 0032.00 Gold 08.0 Lbs 4x Throwing Axe
D 0005.00 Gold 01.0 Lbs Spiked Gauntlet
.....Shoulders
D 1000.00 Gold 00.3 Lbs Muleback Cords
.....Unslotted Magic Items
D 0400.00 Gold 00.0 Lbs Potion of Heroism (Bard 2 CL 4 / 40 Minutes)
+2 morale bonus on attack rolls, saves, and skill checks

..Alchemical
D 0080.00 Gold 04.0 Lbs QTY 04 Alchemist Fire
D 0050.00 Gold 01.0 Lbs QTY 02 Holy Water
D 0060.00 Gold 01.0 Lbs QTY 02 Holy Weapon Balm
D 0030.00 Gold 00.0 Lbs Peptus Salix - +2 Fort vs Nauseated/Sickened
D 0000.10 Gold 01.0 Lbs QTY 02 Normal Powder

..Ammo
.....On Dalkk
D 0030.00 Gold 05.0 Lbs QTY 25 Durable Heavy Repeating Crossbow Bolts (5 Racks of 5 Each, 1 Loaded)
D 0022.00 Gold 02.0 Lbs QTY 10 Blunted Durable Heavy Repeating Crossbow Bolts (2 Racks of 5 Each)
D 0022.00 Gold 02.0 Lbs QTY 10 Durable Cold Iron Bolts (2 Racks of 5 Each)
D 0006.00 Gold 01.0 Lbs QTY 05 Durable Silver Bolts (1 Rack of 5)
D 0030.00 Gold 00.0 Lbs QTY 05 Pheromone Bolts (Creatures with Scent gain +2 ATK/DMG against Creature Marked with Pheromonoe Arrow)
D 0060.00 Gold 01.0 Lbs QTY 05 Durable Pronged Bolts in 1 Bolt Rack (+1 Attack to Small Creatures, 1d8 DMG)
D 0030.00 Gold 00.0 Lbs QTY 03 Smoke Bolts (Trails and Create's 5ft Square of Smoke where it hits)
D 0001.00 Gold 01.5 Lbs QTY 10 Barbed Bolts
.....L'nshpad
L 0090.00 Gold 15.0 Lbs QTY 70 Durable Heavy Repeating Crossbow Bolts (14 Racks of 5 Each)
L 0044.00 Gold 04.0 Lbs QTY 20 Blunted Durable Heavy Repeating Crossbow Bolts (4 Racks of 5 Each)
L 0022.00 Gold 02.0 Lbs QTY 10 Durable Cold Iron Bolts (2 Racks of 5 Each)
L 0006.00 Gold 01.0 Lbs QTY 05 Durable Silver Bolts (1 Rack of 5)
L 0020.00 Gold 03.0 Lbs QTY 20 Barbed Bolts

..Mundane
.....Kits (Skill Related)
L 0060.00 Gold 40.0 Lbs Exotic Military Saddle
D 0030.00 Gold 02.0 Lbs Common Thieves Tools
L 0200.00 Gold 40.0 Lbs Alchemist's Lab
D 0080.00 Gold 05.0 Lbs Climber's Kit
D 0010.00 Gold 02.0 Lbs Mapmaker's Kit
D 0010.00 Gold 00.5 Lbs Compass (+1 Survival/Dungeoneering to not get lost)
.....Survival
D 0040.00 Gold 24.0 Lbs Alchemist's Kit
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
L 0006.00 Gold 19.0 Lbs Riding Kit - Saddle
L 0008.00 Gold 07.0 Lbs Outfit, Cold Weather +5 Fort to Cold
Exposure

L 0008.00 Gold 04.0 Lbs Outfit, Hot Weather +2 Fort to Heat Exposure
L 0020.00 Gold 10.0 Lbs Swarm Suit Half Speed / DR 10/— swarms Fine / DR 5/— against swarms Diminutive
D 0000.00 Gold 08.0 Lbs Outfit, Explorer's Free at LVL 1
L 0010.00 Gold 20.0 Lbs QTY 20 Trail Rations
L 0002.00 Gold 08.0 Lbs 2x Full Waterskins (1/2 Gallon Each)
L 0000.70 Gold 140.0 Lbs Animal Feed x14
.....Storage
L 0004.00 Gold 08.0 Lbs Saddle Bags (20Lbs capacity x2)
D 0010.00 Gold 02.0 Lbs Wrist Sheath (Spring Loaded)
D 0001.00 Gold 00.0 Lbs Bandolier's 2x (8 Vials Each)
D 0050.00 Gold 04.0 Lbs Mwk Backpack +1 STR to Carrying Capacity
L 0002.00 Gold 02.0 Lbs Waterproof Sacks x4 (60 Lbs Each)
L 0005.00 Gold 05.0 Lbs Sacks x10 (60 Lbs Each)
D 0004.00 Gold 04.0 Lbs Belt Pouch x8 (10 Lbs Each)
.....Misc
D 0020.00 Gold 10.0 Lbs 100ft Silk Rope
L 0030.00 Gold 15.0 Lbs 150ft Silk Rope (50ft with knots, set to quick release towards back}
D 0010.00 Gold 00.5 Lbs Mirror
D 0010.00 Gold 10.0 Lbs Iron Vials x100
D 0000.03 Gold 00.0 Lbs Earplugs

..Other
O 0060.00 Gold 00.0 Lbs 2nd Level Formulae: Invisbility
O 0060.00 Gold 00.0 Lbs 2nd Level Formulae: Bull's Strength
O 0400.00 Gold 14,000.0 Lbs Riding Gecko (Combat-Trained)

Mount:

Name: L'nshpahd
Lizard, Giant Gecko
Giant Template: +8 STR / -2 DEX / +4 CON / +2 NatArm
Yes, in addition to being a Giant gecko, per Raw it is now a Giant Giant Gecko
With large bulging eyes to spot prey from afar, this oversized, smooth-scaled lizard has splayed, padded feet and a toothy maw.

N Large animal
Init +1; Senses low-light vision; Perception +6

DEFENSE

AC 19, touch 11, flat-footed 18 (+1 Dex, +4 Barding, +4 natural)
hp 13 (2d8+4)
Fort +6, Ref +4, Will +2

OFFENSE

Speed 40 ft., climb 40 ft.
Melee bite +6 (1d10+5)

STATISTICS

Str 21, Dex 13, Con 16, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +6; CMD 15 (19 vs. trip)
Feats - Light Armor Proficiency Swapped feat - Improved Initiative
Skills Climb +25, Perception +6; Racial Modifiers +8 Climb
SQ expert climber

SPECIAL ABILITIES
.Expert Climber (Ex)
..A gecko’s feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.

Food and Drink:

Days since Restock
Rations 25/25 Replacement Cost: 0.0 Gold Alch Kit +5, Add'l +20 - 5sp each
Water 3/3 Replacement Cost: 0.0 Gold Alch Kit +1, Add'l +2,
topped off daily from friend's Create Water Orisons

Animal Feed 16/16 0.0 Gold Riding Kit +2 Add'L +14 - 5cp Each