About T'wich McGruff
Coded Common Dice Rolls:
Melee: TWF short swords, crit range 17-20, if any sneak attack hits add +6 bleed damage/RD
+1 att against monstrous humanoid or magical beasts after first hit and +2 damage on crit.
+1 att against monstrous humanoid or magical beasts after first hit and +2 damage on crit.
BLUFF,Feint, if not flanking
NOTE: BLUFF DC vs. 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher.
Battle Tactics: Use flanking if possible combined with TWF. If he has no flanking partner he will bluff (feint) as move action and attack. This tactic will deny his opponent their Dex bonus thus permitting sneak attack damage.
T’wich McGruff always had a nose for danger and tinkering with items. His fascination with mechanical items has often bought him great reward. As a young dwarf he was the lanky one that would have to climb into the mine's rock pulverizers to fix the gears. A talent that he learned from his Grand Pappy, who use to say, ”Bett’r ta be rich, then not, and a bit-O’luck don’t hurt eith’r.” Unfortunately, for Gramp’s his own luck ran out, but T’wich still carries the old dwarf’s club, affectionately known as: Gramp’s Paddle.
After his Gramp’s unpleasant run-in with the rock crusher, T’wich went off to stake own his fame, fortune, and glory. His talents grew over the years, along with his curiosity and greed, as he became a highly sought after expedition scout and tomb raider.
”Like me ol’Grand Pappy use ta say, may Desna’s luck not run out t’day.”
T’wich is tall (4’5) and lanky (164lbs) by dwarf standards, he has coal colored eyes and hair, and his skin is the color of soot. Better to blend into the shadows when the situation arises. He wears dark clothing that looks elegantly tailored. A wide sturdy leather belt separates his midsection. High soled dark blue boots appear to add a few inches to his height, and his flecked grey-black cloak looks expensive. Under his cloak, his chest is crossed by two soft lightly oiled leather bandoleers and each slot is filled, undoubtedly, in a precise order. Each hip is adjourned by an exquisite short sword. Hanging from his sturdy leather belt is a finely crafted dark leather bag securely attached to his belt.
T’wich has a simple iron ring on his left hand, and a nearly transparent blue and silver ring on his right hand. He has an iron holy symbol dedicated to Desna visibly hanging from his neck. Floating in small circles above his head is a pale green ioun stone.
Remarkable he doesn’t appear to be wearing visible armor and he is nearly noiseless in his agile movements.
T'wich McGruff Statistics:
Male dwarf cleric of Desna 3/rogue 11 (Pathfinder Unchained)
CG Medium humanoid (dwarf)
Init +12; Senses darkvision 60 ft.; Perception +20/25Trap
AC 33, touch 21, flat-footed 27 (+9 celestial chainmail armor, +3 deflection (ROP), +6 Dex (ability), +3 natural (amulet nat), +1 Jingasa (Luck), +1 DR Ioun (insight)
hp 143 (14d8+42+28)
Fort +13, Ref +16/+3(trap), Will +13; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities danger sense +3, defensive training, evasion, improved uncanny dodge, Ioun stone (pale lavender) absorbs 20 levels of spells 4 lv and below immediate action.
Speed 20 ft.
Melee" TWF Technique, 2 short swords
Magic's bane (+3 elysian bronze short sword) +19/14 (1d6+9/17-20)(primary hand) +1 att against monstrous humanoid or magical beasts after first hit, +2 damage on crit, and
Death's Edge (+2 ghost touch, Adamantine short sword) +18
Add +2 to attack if using only one sword
Attack stats: BAB 10 + 6 dex Weapon finesse, +1 WF short sword, +3/+2 magical weapon (enhancement), +1 ioun stone, (competence bonus), +1 situational (hatred goblinoid/orc), -2 TWF
Damage stats: rogue can use Dex rather than Str, +6, +1 tunnel fighter, +3/+2 weapon depending on the weapon. A weapon made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid.I have improved crit so 17-20.
gauntlet (from armor) +17/+12 (1d3) or
Domain Spell-Like Abilities (CL 3rd; concentration +6)
D Domain spell; Domains Liberation, Luck
Bit of Luck (6/day) (Sp)
stat buy 25
Base Atk +10; CMB +10; CMD 28 (32 vs. bull rush, 32 vs. trip)
Feats Combat Expertise, Extra Channel, Great Fortitude, Improved Critical (short sword), Improved Feint, Improved Initiative, Iron Will, Toughness, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills: 122 Pts
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Abyssal, Common, Dwarven, Goblin
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elysian bronze, liberation (3 rounds/day), rogue talents (bleeding attack +6, bonus feat, combat trick, resiliency, weapon training), trapfinding +5
celestial armor, This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.
Magic's Bane (+3 elysian bronze short sword) ,
mundane Gear in BOH or belt pouches
Money and Gems held in BOH iii 7768 gp (in diamond dust), 4 cp
Total Weight Carried: 69 lbs (Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs)
Alchemical solvent - 0/3
Antitoxin - 0/3
Bit of Luck (6/day) (Sp) - 0/6
Blink (At will) - 0/0
Cleric Channel Positive Energy 2d6 (4/day, DC 12) (Su) - 0/4
Crossbow bolts - 0/50
Crossbow bolts silver tip - 0/20
Grappling bolts - 0/2
Extra Channel (2/day) - 0/2
Flour - 0/2
Fly (1/day) - 0/1
Liberation (3 rounds/day) (Su) - 0/3
Masterwork dagger - 0/1
Oil/potion of invisibility - 0/2
Potion of cure light wounds - 0/3
Potion of cure moderate wounds - 0/3
Potion of cure serious wounds - 0/3
Potion of enlarge person - 0/1
potion of leviate - 0/1
Potion of neutralize poison - 0/1
Potion of protection from acid - 1/1
Potion of reduce person - 0/2
potion remove curse - 0/1
potion remove disease - 0/1
Potion of remove blindness - 0/1
vial of madness - 0/1
Quick runner's shirt (1/day) - 0/1
Resiliency (1/day) (Ex) - 0/1
Sooth Syrup - 0/3
Torch - 0/10
Trail rations - 0/5
universal solvent -0/2
Wand of cure moderate wounds - 0/12
wayfinder with Ioun stone pale lavender ellipsoid (20K) absorbs 4th level and below spells - 0/20
Scrolls in BOH ii
Adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows.
Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Antiplague If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.
Boots of the cat When falling, always land on feet and take the minimum damage.
Cleric Channel Positive Energy 2d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Debilitating Injury Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Earplugs +2 save vs. hearing effects, -5 hearing-based
Elysian Bronze First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Ghost touchedA ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Jingasa of the fortunate soldier +1 ac luck bonus, Once per day as immediate action negative one critical attack or sneak attack damage.
Liberation (3 rounds/day) (Su) Act as if you had freedom of movement for 3 rounds/day.
Magnifying glass +2 Appraise for small or highly detailed items.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 22 temporary Hp for 1 min.
Ring of blinking On command, this ring makes the wearer blink, as with the blink spell. Construction Requirements: Forge Ring, blink; Cost 13,500 gp
Sneak Attack (Unchained) +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
I can modify if a particular book or item is not permitted.
• Advanced Player's Guide / Adventurer's Armory /Pathfinder Society Field Guide / Seekers of Secrets / Ultimate Equipment - Powder (equipment), Ant haul (spell)
Scroll case with riddle parchment
nonmagicial long sword
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