Full Name |
Zano Turok |
Race |
Electric Elemental Heart Dwarf |
Classes/Levels |
Rogue 3: Spd:25, AC:20, HP:9/43, Fort:8, Ref:11, Will:8, Per:8, Darkvision |
Gender |
Male |
Size |
M |
Age |
61 |
Special Abilities |
Farmhand |
Alignment |
N |
Deity |
Daikitsu |
Location |
Jinin |
Languages |
Common, Dwarven, Goblin |
Strength |
12 |
Dexterity |
18 |
Constitution |
16 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
8 |
About Zano Turok
Race:
Dwarf
Darkvision
Clan Dagger
Elemental Heart Dwarf
Whether through a connection to Torag's forge, the azers of the Plane of Fire, or another source, you can exude a burst of energy. Mbe'ke and Taralu dwarves of the Mwangi Expanse believe this heritage is a gift from dragons or elemental spirits. Choose one of the following damage types: acid, cold, electricity, or fire. Once chosen, this can't be changed. You gain the Energy Emanation activity.
Energy Emanation EvocationPrimal
Source Character Guide pg. 19 2.0
Frequency once per day
Energy bursts forth from your body. You deal 1d6 damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.
Dwarf Feat: Eye for Treasure:
You know good artisanship when you see it and can wax poetic about crafting techniques and forms. You become trained in Crafting and gain a +1 circumstance bonus on all Crafting checks made to Recall Knowledge. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Crafter's Appraisal skill feat, enabling you to identify magic items using the Crafting skill
Background
1. Athletics
2. Farm Lore
3. Assurance Athletics.
Equipment
1. +1 Lightmace: 35 GP
2. Clan Dagger: Free
3. Shortbow with 20 Arrows: 3.2 GP
4. 2 Sheathes: .02 GP
5. Leather Armor: 2 GP
6. Adventure's Pack: 0.7 GP
7. Healer's Tools: 5 GP
8. Crowbar: 0.5 GP
9. Hammer: 0.1 GP
10. Repair Kit: 2 GP
11. Ordinary Clothing: 0.1 GP
12. Healing Potion, Minor: 4 GP
13. Feather Token, Ladder: 3 GP
14. 29.38 GP left over
Class Stuff
1. Sneak attack
2. Surprise attack
3. Proficiencies
4. Stealth, Thievery 7+int skills.
5. Rogue Feat: Nimble Dodge: Reacion, +2 ac against triggering attack
6. Rogue Feat: Unbalancing Blow: Critical hits make target flat footed until end of turn
7. 3 Skill Feats: Assurance Arcana, Assurance Religion, Recognize Spell.
8. Fort Trained, Reflex Expert, Will Expert, Perception Expert
9. Skill Increases: Arcana and Crafting.
10. Deny Advantage
11. General Feet: Fleet
Skills
1. Acrobatics Trained: 9
2. Arcana Expert (Assurance=17): 8
3. Athletics Trained (Assurance=15): 6
4. Crafting Expert (Eye For Treasure, recall knowledge 9): 8
5. Deception Trained: 4
6. Medicine Trained: 6
7. Nature Trained: 6
8. Occultism Trained: 6
9. Religion Trained (Assurance=15): 6
10. Stealth Trained: 9
11. Thievery Trained: 9
12. Survival Trained: 6
13. Farming Lore Trained: 6
Attacks
1. Lightmace: 10 to hit. 1d4+4 blunt damage. Agile, Finesses, Shove
2. Shortbow: 9 to hit. 1d6 piercing damage. Range 60, deadly d10
3. Sneak attack: 1d6 extra damage