Full Name |
Torphrex the Clever |
Race |
HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | |
Classes/Levels |
Status: Normal |
Gender |
Male Kobold Rogue (Snare Setter) 1 | |
Size |
Small |
Age |
15 |
Alignment |
Lawful Evil |
Languages |
Common, Draconic, Undercommon |
Strength |
8 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
12 |
Charisma |
10 |
About Torphrex the Clever
Torphrex, who calls himself "the clever" has always seen his place in life to help the warren become stronger by using his strengths. Be stealthy, deadly, attack on the back, and let the enemies fall into his traps. That is his business, and his business is good.
Torphrex the Clever
Male Kobold Rogue (Snare Setter) 1
LE Small Humanoid (Reptilian)
Init +3, Senses Darkvision (60 ft.); Perception +7
=================================================
DEFENSE
=================================================
AC 17, Touch 14, Flat-Footed 14 (+2 Armor, +3 Dex, +1 Natural, +1 Size)
HP 9 (1d8 +1 CON)
Fort +1, Ref +5, Will +1
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee Rapier (Small) +4 (1d4-1/18-20)
Ranged Shortbow (Small) +4 (1d4-1/x3)
Special Attacks Traps: Tripwire Trap, Wounding Trap
=================================================
STATISTICS
=================================================
Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 10 (0)
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Skills
Acrobatics +7
Appraise +2
Bluff +5
Climb +3
Craft (Traps) +8
Craft (Untrained) +2
Diplomacy 0
Disable Device +8
Disguise 0
Escape Artist +7
Fly +5
Heal +1
Intimidate 0
Perception +7
Perform (Untrained) 0
Ride +3
Sense Motive +5
Sleight of Hand +7
Stealth +11
Survival +1
Swim -1
Traits Dirty Fighter, Fast-Talker
Languages Common, Draconic, Undercommon
Equipment
Load: Light 20, Medium 40, Heavy 60
Carried (19.64 lbs. Light Load)
Small Rapier 20 gp, 1 lb.
Small Leather Armor, 10 gp, 7.5 lbs.
Small Pickpoket's Outfit, Free, 0.75 lbs.
Small Shortbow, 30 gp, 1 lbs.
Small Arrows (10), 0.5 gp, 0.75 lbs.
Small Belt Pouch, 1 gp, 0.125 lbs.
Gold Coins (23), 23 gp, 0.46 lbs.
Silver Coins (9), 0.9 gp, 0.18 lbs.
Small Sack, 0.1 gp, 0.125 lbs.
Thieves' Tools, 30 gp, 1 lbs.
Traps Artisan's Tools, 5 gp, 5 lbs.
Chalk (10), 0.1 gp, 0 lbs.
Flint and Steel, 1 gp, 0 lbs.
Small Steel Mirror, 10 gp, 0.5 lbs.
Rations (5), 2.5 gp, 1.25 lbs.
Not Carried
Small Arrows (10), 0.5 gp, 0.75 lbs.
Small Backpack, 2 gp, .5 lbs.
Small Bedroll, 0.1 gp, 1.25 lbs.
Caltrops, 1 gp, 2 lbs.
Grappling Hook, 1 gp, 4 lbs.
Mess Kit, 0.2 gp, 1 lbs.
Piton (10), 1 gp, 5 lbs.
Iron Pot, 0.8 gp, 4 lbs.
Hemp Rope (50'), 1 gp, 10 lbs.
Soap, 0.5 gp, 1 lbs.
Torch (10), 0.1 gp, 10 lbs.
Waterskin, 1 gp, 0 lbs.
=================================================
LOOT
=================================================
25 gp + 50 gp, to be divided
90 gp worth of valuable goods such as jewelry and trinkets made of valuable metals, to be divided
=================================================
SPECIAL ABILITIES
=================================================
Armor (Ex) Kobolds have a +1 natural armor bonus.
Bonus Rogue Trap Sense AC Rogue: Add +1/2 to the rogue's trap sense bonus to AC.
Crafty (Ex) Kobolds gain a +2 racial bonus on Craft (Trapmaking), Perception, and Profession (Miner) checks. Craft (Traps) and Stealth are always class skills for a kobold.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Kobolds can see in the dark up to 60 feet.
Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Normal Speed (Ex) Kobolds have a base speed of 30 feet.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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 weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trapper (Ex) At 1st level, a snare setter gains Learn Ranger Trap as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he's considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap. This ability replaces sneak attack (but it gains it at level 5).
Weakness (Ex) Dazzled in bright light.