| Full Name |
Tofutee |
| Race |
Baconling |
| Classes/Levels |
Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity) |
| Size |
Small |
| Age |
?? |
| Special Abilities |
Plant, immune to electricity, Dark vision 60ft, low light vision |
| Alignment |
Neutral |
| Deity |
The source |
| Occupation |
Frustratingly agile snack |
| Strength |
10 |
| Dexterity |
20 |
| Constitution |
14 |
| Intelligence |
16 |
| Wisdom |
10 |
| Charisma |
8 |
About Tofutee
Is no longer a wombat.
EXP:12855
Initiative: +5
Perception: + 17 (+20 trap find)
Dark Vision(60)*blinded in bright light 1rnd* Dazzled after that.
Low light vision
Plant immunities
---Movement---
Speed: 30
---Defense---
Hit points (d8+2): 45/45 Damage taken:
Armor Class: 20 (Dex +5, +1 Size Modifier Chain shirt+4)
Touch AC: 16
Flat Footed AC: 20 (Uncanny dodge)
Combat Maneuver Defense: 17 (+4 BAB, +0 STR, +5 Dex -1 size)
Saves: Fort +4, Ref +10, Will +2
Special Save Modifiers: Immune: All mind affecting abilities,
Immune:Paralysis, Poison, Polymorph, Sleep, Stunning
Immune: Electricity
Weakness: Acid (1.5X damage)
--Weaknesses------
Elemental Vulnerability (–2 RP): Acid Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.
Light Blindness (–2 RP): Prerequisite: Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Delicious (–1 RP): Ghorans take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.
---Offense---
BAB: +4
Strength Modifier: 0
Dexterity Modifier: +5
Combat Maneuver: +3 ( 0 Str; +4 BAB,-1 size)
(sunder,trip and disarm can use dex due to weapon finesse as they use attack rolls.)
Vicious opportunist =+6 damage on qualifying attacks. S/H(Adds +3 to hit on attacks qualifying for VO damage)
---Melee---(+1small,+5dex+3bab)
Bite +9 1d4
Slam +9 1d3
Weapon (Finesse training: rapier dex to damage)
Rapier:mithril:Mstrwk +10 1d4+5 18-20x2
Dagger +9 1d3 19-20x2
(modifiers -1/+2 piranha strike)
---Ranged---(+1small,+4dex+3bab)
Light crossbow
+8 1d6 19-20x2
Lasso +4
Net +4
---Class Abilities---
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.
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.
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.
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.
---Feats---
Weapon finesse (b)
Dirty fighting
Piranha Strike
Extra rogue talent: Sneaky Maneuver
Rogue talent:
(2)Smarter and harder
(4)(VO trade)
Sneaky Manever(b)
(6) Trap spotter
---Skills ---
Skills:
(rogue trap find ability= 1/2class level so +3 to find/disable traps)
Acrobatics 6Skill+4dex+3class= +13
disable device 6+4+3= +13 (+16 if disabling a trap)
Perception (6+3+3= +12) (+15 if to detect a trap) (+5 item bonus)
Climb 5+0+3= +8
Escape artist 6+5+3 = +14
Stealth 6+5+3+4 =+18
Sense motive 6+1+3=+8
Swim 3+0+3= +5
Knowledge (dungeoneering) 5+3+3= +11
Knowledge (Local) 5+3+3=+11
Use Magic Device: 6+(-1)+3 = +8
---Languages---
Common, vegypygmy, Sylvan, undercommon, Aklo
---Special Qualities---
Racial Abilities – Baconling
+2 dexterity, +2 intelligence, -2 charisma
Small: +1 AC, +1 Attack rolls, -1 penalty to CMB, +4 size bonus to Stealth
Plant immunities
Low-Light Vision, Dark vision 60ft
Immune to lightning
Natural weapons
1x bite
2x slams
---Traits---
---Equipment---
Magical
Travelers Anytool x2
Wand of infernal healing x1 40 charges
Potions: Oil of bless weapon, Potion of shield of faith(+2)
Mundane
Masterwk chain shirt 250gp
Buckler 15gp
Masterwk Crossbow 335gp
40 bolts
1 dose Ghostsalt weapon blanche
Travelers anytool 250gp
Masterwork thieves tools 100gp
Masterwork tool (perception) Trapfinding 50gp. Pair of fish eye goggles
Masterwork tool (stealth) non-visual stealth 50gp Finely made pair of soft soled shoes.
Backpack, Beltpouch, Bandolieer
Shortsword 10gp
Dagger 1gp
Lasso 10gp
Net 5gp
100ft rope 2gp
Grappling hook 1gp
5 cloves garlic 5sp
Hammock 5sp
Thread 1cp
signal whistle 8sp
chalk x10 1sp
Marbles x4 (4sp)
Caltrops x3 (3gp
Wire 5gp
Bear trap 2gp
Magnet 5sp
Iron spikex3 (x2 used)
Wrist sheath, spring loaded 5gp (dagger)
Burlap sack with burlap sacks in it. 1gp
Scarf (5sp)
Flint/steel 1sp
Iron pot (8sp)
2 water skins (2gp)
Gear maintenance kit (5gp)
dented steel mug (1sp)
40 trail rations. 20gp
Several clay pots.
6398.59gp free.