Jemet Winderbole

Warwick Knobbyfoot's page

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Full Name

Warwick Knobbyfoot

Race

AC:22 (T:15) (FF:17) | F:7 R:13 W:6 |HP:73/73 | Per. +16

Classes/Levels

Male Humanoid Unchained Rogue 10 (halfling)

Gender

Male

Size

Small

Age

26

Alignment

Neutral Good

Deity

Desna

Location

River Kingdoms

Languages

Common, Draconic, Dwarven, Halfling

Strength 10
Dexterity 18
Constitution 15
Intelligence 14
Wisdom 12
Charisma 12

About Warwick Knobbyfoot

Warwick Knobbyfoot
Male Halfling Unchained Rogue 10
NG Small Humanoid
Init +4; Perception +16
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Defense
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AC 22, touch 15, flat-footed 17 (+4 Dex, +7 armor, +1 size)
hp 73 (10d8+20)
Fort +7, Ref +13, Will +6
Defensive Abilities evasion, improved uncanny dodge
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Offense
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Speed 20 ft.
Melee rapier +12/+7(1d4/18-20/x2) or dagger +8/+3(1d3/x2)
Ranged shortbow +12/+7(1d4x3) or dagger +12/+7(1d3/x2)
Special Attacks sneak attack (5d6)
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Statistics
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Str 10, Dex 18, Con 15, Int 14, Wis 12, Cha 12
Base Atk +6; CMB 5; CMD 19
Feats Combat Expertise, Extra Rogue Talent (Slow Reactions), Weapon Finesse
Traits Gold Finger (Exchange), Wild Shadow (Race)
Skills Acrobatics +19, Climb +15, Disable Device +23, Escape Artist +17, Knowledge (Dungeoneering) +15, Knowledge (Local) +15, Perception +16, Sleight Of Hand +18, Stealth +21, Swim +13, Use Magic Device +14
Languages Common, Draconic, Dwarven, Halfling
SQ danger sense +3, finesse training (rapier), rogue talents (bleeding critical, distracting attack, fast stealth, powerful sneak, slow reactions), trapfinding +5
Gear +1 cold iron rapier, +1 leather armor, belt of incredible dexterity +2, cloak of resistance +3, +1 shortbow, swarmbane clasp, potion of energy resistance (fire) [3], wand of cure light wounds (25 charges), wand of mage armor (43 charges), antiplague, antitoxin, backpack, bedroll, belt pouch, flint & steel, grappling hook, quiver (18 arrows), silk rope (50 ft.), sunrod, masterwork thieves tools waterskin, 11,563 GP
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Racial Traits
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Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Type: Halflings are humanoids with the Halfling subtype.

Base Speed (Slow Speed): Halflings have a base speed of 20 feet.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
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Class Features
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Weapon and Armor Proficiency-Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They 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 anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and 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 weapon that deals nonlethal damage (like a sap, whip, 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.

Trapfinding-A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training-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. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion-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.

Rogue Talents-As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She 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-A rogue with this ability can cause living opponents to bleed by 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 (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

*Fast Stealth-This ability allows a rogue to move at full speed using the Stealth skill without penalty.

*Slow Reactions-Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.

*Distracting Attack-A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.

*Powerful Sneak-Whenever a rogue with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack.

*Opportunist-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 an attack of opportunity for that round and can’t be used more than once per round.

Danger Sense-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-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-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.

Rogue’s Edge (Acrobatics)-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.

*Acrobatics
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

*Disable Device
5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.

Improved Uncanny Dodge-At 8th level, a rogue can no longer be flanked. 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 from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Rogue Talents-At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

*Crippling Strike-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.
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Feats
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Combat Expertise-You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Extra Rogue Talent (Slow Reactions)-You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Two-Weapon Fighting-Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Weapon Finesse-With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Nimble Moves-Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Improved Two-Weapon Fighting-In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
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Traits
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Gold Finger (Faction: The Exchange)-Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.

Wild Shadow (Race: Halfling [Underground)-Select one terrain type from the ranger’s favored terrain list. You can attempt Stealth checks in this terrain in normal light without having cover or being invisible. You still can’t attempt Stealth checks in areas of bright light without invisibility or cover.
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Chronicles
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Module: The Emerald Spire Superdungeon, Level 1-The Tower Ruins
Module: The Emerald Spire Superdungeon, Level 2-The Cellars
Module: The Emerald Spire Superdungeon, Level 3-Splinterden
Module: The Emerald Spire Superdungeon, Level 4-Godhome
Module: The Emerald Spire Superdungeon, Level 5-The Drowned Level
Module: The Emerald Spire Superdungeon, Level 6-The Clockwork Maze
Module: The Emerald Spire Superdungeon, Level 7-Shrine Of The Awakener
Module: The Emerald Spire Superdungeon, Level 8-The Circle Of Vissk-Thar
Module: The Emerald Spire Superdungeon, Level 9-The Spire Axis