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Tolman "Tolly" Cooper's page

28 posts. Alias of TheOcho.


About Tolman "Tolly" Cooper

Tolman 'Tolly' Cooper
Male Halfling Rogue 1 Exp 400/1300
Speed: 20' (4 squares)
Deity: Calistria
CN Small humanoid
Init +3

Character Stats:

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Str 09 (-1)
Dex 16 (+3)
Con 10 (+0)
Int 14 (+2)
Wis 12 (+1)
Cha 14 (+2)

Combat Stats:

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Defense:
AC 16, touch 14, flat-footed 13, helpless 8
HP 13 (Racial) (d8 + Con ability mod + Racial favored class +4(frail race))
Fort +1, Ref +6, Will +2
Dodge (Feat) (+1 AC until next turn)

Offense:
BAB: 0 CMB: -1

Melee:
Rapier +0 (1d4-1 /18-20x2) (P)
Dagger +0 (1d3-1 /19-20x2/10ft) (P/S)

Range:
Sling +5 (1d3-1 /x2/50ft) (B)

Gear:

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13 gp
Stone, Sling x10
Leather
Sling
Rapier
Dagger x2 (Hidden)
Peasants Outfit (over armor)

Feats and Special Qualities:

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Feats Taken:

  • Dodge (Combat): You have mastered a defensive stance that allows to you easily react to your opponents.

Feats (Racial/Class)


  • +2 vs Fear
  • Martial Weapon Proficiency (hand crossbow, rapier, sap, shortbow, short sword)
  • Trapfinding (Locate traps DC >20)
  • Perception (Sound +2)
  • Armor Proficiency (Light)
  • Simple Weapons Proficiency

Languages:

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Common, Goblin, Dwarven, Halfling

Skills:

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Formula:
Untrained 1d20 + Ability modifier + racial modifier
Trained 1d20 + Skill ranks + ability modifier + racial modifier
Trained Class Skill 1d20 + Skill ranks + ability modifier + racial modifier + 3
Armor check penalty applies to all Strength and Dexterity-based skill checks.

Rogue: Skill Ranks Per Level: 8 + Int modifier.

Bold=Class Skill
T=Trained; U=Untrained

Skill Name: Ranks | Abi Mod | Rac Mod | Trained Class Bonus | Total

(T)Acrobatics (Dex): 1 | 3 | 2 | +3 | 9
(T)Appraise (Int): 1 | 2 | 0 | +3 | 6
(T)Bluff (Cha): 1 | 2 | 0 | +3 | 5
(T)Climb (Str): 1 | -1| 2 | +3 | 5
(U)Craft ____ (Int): 0 | 2 | 0 | 0 | 2
(U)Diplomacy (Cha): 0 | 2 | 0 | 0 | 2
(T)Disable Device (Dex): 1 | 3 | 0 | +3 | 7
(U)Disguise (Cha): 0 | 2 | 0 | 0 | 2
(T)Escape Artist (Dex): 1 | 3 | 0 | +3 | 7
(U)Fly (Dex): 0 | 3 | 0 | 0 | 3
(U)Handle Animal (Cha): 0 | 2 | 0 | 0 | 2
(U)Heal (Wis): 0 | 1 | 0 | 0 | 1
(U)Intimidate (Cha): 0 | 2 | 0 | 0 | 2
(U)Knowledge (arcana) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (dungeoneering) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (engineering) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (geography) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (history) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (local) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (nature) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (nobility) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (planes) (Int): 0 | 2 | 0 | 0 | 2
(U)Knowledge (religion) (Int): 0 | 2 | 0 | 0 | 2
(T)Linguistics (Int): 1| 2 | 0 | +3 | 6
(T)Perception (Wis): 1 | 1 | 0 | +3 | 5 (7 vs. Sound)
(U)Perform (Cha): 0 | 2 | 0 | 0 | 2
(U)Profession (Wis): 0 | 1 | 0 | 0 | 1
(U)Ride (Dex): 0 | 3 | 0 | 0 | 3
(T)Sleight of Hand (Dex): 1| 3 | 0 | +3 | 7
(U)Sense Motive (Wis): 0 | 1 | 0 | 0 | 1
(U)Spellcraft (Int): 0 | 2 | 0 | 0 | 2
(T)Stealth (Dex): 1 | 3 | 4 | +3 | 11
(U)Survival (Wis): 0 | 1 | 0 | 0 | 1
(U)Swim (Str): 0 | -1 | 0 | 0 | -1
(U)Use Magic Device (Cha): 0 | 2 | 0 | 0 | 2

Halfling Racial Traits:

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  • +2 Dexterity, +2 Intelligence, –2 Strength: Half lings are nimble and smart, but their small stature makes them weaker than other races.
  • Small: Half lings are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
  • Slow Speed: Half lings have a base speed of 20 feet.
  • Keen Senses: Half lings receive a +2 racial bonus on sound-based Perception skill checks.
  • Sure-footed: Half lings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Half ling Luck: Half lings receive a +1 racial bonus on all saving throws.
  • Fearless: Half lings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Weapon Familiarity: Half lings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose any of the following: Abyssal, Dwarven, Elven, Gnome, and Goblin.
  • Favored Class: The favored class of half lings is rogue or wizard. This choice must be made at 1st level and cannot be changed.

Rogue Class Features:

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  • Alignment: Any.
  • Hit Die: d8.

    Class Features
    The following are class features of the rogue.

  • Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues 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 any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue f lanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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 or striking the limbs of a creature whose vitals are beyond reach.
  • Trapfinding: Rogues (and only rogues) can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
  • Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Ref lex 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 he learns a number of talents that aid him and confound his foes.
    Starting at 2nd level, a rogue gains one rogue talent. He 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.
  • Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.
  • Combat Trick: A rogue may gain a combat maneuver feat in place of a rogue talent.
  • Fast Stealth (Ex): This ability allows a rogue to move at full speed using Stealth without penalty.
  • Finesse Rogue: A rogue may gain the Weapon Finesse feat in place of a rogue talent.
  • Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using Acrobatics without penalty.
  • Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the wizard/sorcerer spell list. This spell can be cast 2/day as a spell-like ability. The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the rogue’s Intelligence modifier. A rogue must have the Minor Magic rogue talent before choosing this talent.
  • Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the wizard/sorcerer spell list. This spell can be cast 2/day as a spell-like ability. The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the rogue’s Intelligence modifier.
  • Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using Disable Device (minimum 1 round).
  • Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her 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.
  • Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue cannot take 5-foot steps while crawling.
  • Slow Reactions (Ex): Opponents damaged by this rogue’s sneak attack cannot make attacks of opportunity for 1 round.
  • Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
  • Surprise Attacks (Ex): Opponents are always considered flat-footed during the surprise round to a rogue with this ability, even if they have acted. Opponents who cannot be caught flat-footed (such as through improved uncanny dodge) are immune.
  • Weapon Training: A rogue may gain the Weapon Focus feat in place of a rogue talent.
  • Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Ref lex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
  • Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
  • Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be f lanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
  • Advanced Talents: On attaining 10th level, a rogue can choose one of the following advanced talents in place of a rogue talent.
  • Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
  • Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Ref lex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Ref lex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
  • Dispelling Attack (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest level spell effect active on the target. The caster level for this ability is equal to the rogue’s level. A rogue must have the Major Magic rogue talent before choosing dispelling attack.
  • Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Ref lex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
  • Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Ref lexes feat can’t use the opportunist ability more than once per round.
  • Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
  • Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery
    mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
  • Feat: A rogue may gain any bonus feat in place of a
    rogue talent.
  • Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. This can have one of three effects. The target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to resist with a DC equal to 20 plus the rogue’s Intelligence modif ier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to this rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.