The Goblin |
Okay, so how about a human ranger?
Male human (Ulfen) ranger 1
CG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +1
Resist cold 2
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Offense
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Speed 30 ft.
Melee bastard sword +3 (1d10+2/19-20) or
cestus +3 (1d4+2/19-20)
Special Attacks favored enemy (humans +2)
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Statistics
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Str 15, Dex 14, Con 13, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Exotic Weapon Proficiency (bastard sword), Quick Draw
Traits armor expert, northern ancestry
Skills Climb +6, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Ride +6, Stealth +6, Survival +5
Languages Common, Skald
SQ track +1, wild empathy +1
Combat Gear oil; Other Gear hide shirt, light wooden quickdraw shield[APG], bastard sword, cestus[APG], backpack, bedroll, belt pouch, brush, shaving (0.1 lb), candle (2), chalk, cup, shaving (0.2 lb), flint and steel, mess kit[UE], mirror, sack, shaving powder (one shave) (0.01 lb) (50), signal horn[APG], straight razor (0.2 lb), torch (5), trail rations (5), waterskin, whetstone, mule, backpack, bedroll, belt pouch, bit and bridle, feed (per day), flint and steel, hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 4 gp, 7 cp
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Special Abilities
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Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Selena Snoe Yelizaveta |
I can swap feat for weapon finesse or perhaps a proficiency to improve direct combat ability. Or I can take Awareness, and shift a skill point to disable. Rogue at second level and every so often thereafter would not really be out of character, I already intend her combat style to be more rogue-like anyway.
Selena Snoe Yelizaveta |
Traps with a dc of 20 or less can be found by anyone (I still find the dc an odd limit here). I doubt there'll be much of a specific need for trapfinding special abilities until past second level, by which time I can have trapfinding. I don't think I'd have much luck passing dc 20 even as a rogue built specifically for traps at lvl 1 or 2.
Also, shouldn't think of me as one to hide in the back. I often play casters as rogues in terms of combat. Trickery, misdirection, stealth, etc are used to avoid too much direct swinging, but still up in front.
Giovanni Cicero BrokenCrown |
Started a bit of a personality/background.
I will try to hurry it along....
Underhanded
Source PRG:UI
The character can choose from the following list whenever he gains a combat style feat. If he chooses Combat Expertise, he counts as having 13 Intelligence for the purpose of selecting that feat and others that have Combat Expertise as a prerequisite:
Combat Expertise, Dodge, Improved Dirty Trick, and Improved Steal.
At 6th level, he adds Greater Dirty Trick and Greater Steal to the list.
At 10th level, he adds Quick Dirty Trick and Quick Steal to the list.
The Goblin |
Here is a fighter.
Male human (Ulfen) fighter 1
CG Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +3 shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
Resist cold 2
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Offense
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Speed 30 ft.
Melee bastard sword +4 (1d10+3/19-20) or
. . cestus +4 (1d4+3/19-20) or
. . heavy blade scabbard +4 (1d6+3)
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Statistics
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Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (bastard sword), Power Attack, Shield Focus
Traits armor expert, northern ancestry
Skills Climb +5, Knowledge (engineering) +4, Survival +4 (+6 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Languages Common, Skald
Other Gear studded leather, heavy wooden shield, bastard sword, cestus[APG], heavy blade scabbard, backpack, basic maps (major landmarks only), bedroll, belt pouch, flint and steel, hemp rope (50 ft.), knife, utility (0.5 lb), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin (2), 20 gp, 2 sp
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Special Abilities
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Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Cordelia Beltane |
It's basically a way top impose conditions on an opponent instead of damage. (Really the true purpose is to make "Kick in the Balls" into a feat, lol)
You make a Combat Maneuver roll to impose one of these conditions for one round :blinded (sand in the eyes), dazzled (aim a reflective object at your eyes), deafened (slap the side of your sword against an opponent's helm), entangled (pants them) , shaken (giggle psychotically as you bite them), or sickened (kick in the balls).
But they can walk it off/clear their eyes/pull their pants up etc by spending their move action to recover.
For every 5 you beat their CMD by it lasts an additional round.
If it lasts more than one round then you have to spend a standard action to recover.
The Goblin |
It's basically a way top impose conditions on an opponent instead of damage. (Really the true purpose is to make "Kick in the Balls" into a feat, lol)
You make a Combat Maneuver roll to impose one of these conditions for one round :blinded (sand in the eyes), dazzled (aim a reflective object at your eyes), deafened (slap the side of your sword against an opponent's helm), entangled (pants them) , shaken (giggle psychotically as you bite them), or sickened (kick in the balls).
But they can walk it off/clear their eyes/pull their pants up etc by spending their move action to recover.
For every 5 you beat their CMD by it lasts an additional round.
If it lasts more than one round then you have to spend a standard action to recover.
As described that wold make for some awesome PbP cinematic flare =)
Fral Bloodfeeder |
Giovanni Cicero BrokenCrown wrote:You would have to run me through dirty trick as I havn't seen it in play everStarted a bit of a personality/background.
I will try to hurry it along....** spoiler omitted **
Really? well i guess you don't really ever see too many CM users... it basically applies one negative effect on your opponent for one round... depending on the attacker's choice. everything from blinded to nauseated. basically you throw dirt in their eyes or kick them where it hurts...
oh didn't see it was already explained...