Dances under Turtle

From Krystallos
Revision as of 20:24, 12 September 2015 by Zyindra (Talk | contribs)

Jump to: navigation, search
Dance
Dances.jpg
Class Unchained Rogue
Archetype None
Level 5
Race Illithid
Experience Points 10,000
Details
Full Name Dances Under Turtle
Age 175 ('looks' 20)
Alignment Chaotic Good
Homeland Mount Opal
Favored Class Unchained Rogue

Background

Notes:

  • Friendly and cheery
  • Asked to leave, said yes
  • Traveled around for a bit, settled in Diamond City

Character Sheet

Attributes

STR 10 (+0) • DEX 16 (+3) • CON 10 (+0) • INT 16 (+3) • WIS 16 (+3) • CHA 11 (+0)


Hit Points 25 • Initiative +3 • Speed 30 ft (land) • Stamina Points: 5
Hit Dice Rolls: [4:5:5:4:7]

Defenses & Attacks

Armor Class 18 • Touch 13 • Flat-Footed 15 • CMD 16 (BAB+STR+DEX)Flat-Footed CMD 13

  • Armor: Mithral chain shirt • AC Bonus +5 • Max DEX +6 • Armor Check Penalty -0 • Spell Failure 10%

Fortitude Save +1 • Reflex Save +4 [+5 vs. traps; evasion] • Will Save +1


Base Attack Bonus +3 • Melee Attack +6 • Ranged Attack +6 • CMB: +3 (BAB+STR)

  • Masterwork Short sword [right hand]Attack Bonus +5 [+7 if attacking one-handed] • Damage 1d6+3 • Crit 19-20/x2 • Range NA • Type P
  • Masterwork Short sword [left hand]Attack Bonus +5 •Damage 1d6+3 • Crit 19-20/x2 • Range NA • Type P

Trained Skills

8 skill ranks per level (Unchained Rogue), +3 per level (Intelligence), +1 per level (preferred class bonus), +2 per level (Background): 70 skill points

  • Acrobatics © +5 (Dex) +11 [skill unlock taken]
  • Appraise © +5 (Int) +11
  • Bluff © +1 (Cha) +4
  • Climb © +5 (Str) +8
  • Diplomacy © +5 (Cha) +8
  • Disable Device © +5 (Dex) +11 [+13 to disable traps]
  • Escape Artist © +5 (Dex) +11
  • Intimidate © +2 (Cha) +5
  • Knowledge/Arcana © +3 (Int) +10
  • Knowledge/Dungeoneering © +3 (Int) +9
  • Knowledge/Local © +3 (Int) +9
  • Knowledge/Religion © +3 (Int) +10
  • Linguistics © +2 (Int) +8
  • Perception © +5 (Wis) +13 [+16 to avoid surprise; +15 to find traps, made automatically within 10 ft; +15 to detect invisible or incorporeal creatures]
  • Profession/Undertaker © +1 (Wis) +7
  • Sense Motive © +5 (Wis) +13
  • Sleight of Hand © +4 (Dex) +10
  • Stealth © +5 (Dex) +11
  • Swim © +2 (Str) +5
  • Use Magic Device © +1 (Cha) +4

Untrained Skills

  • Artistry © +0 (Chr) +0 [NOT UNTRAINED]
  • Craft © +0 (Int) +3 [NOT UNTRAINED]
  • Disguise © +0 (Cha) +0 [ARE YOU KIDDING?]
  • Fly +0 (Dex) +3
  • Knowledge/Engineering +0 (Int) +4
  • Knowledge/Nobility +0 (Int) +4
  • Lore © +0 (Int) +0 [NOT UNTRAINED]
  • Perform © +0 (Cha) +0 [NOT UNTRAINED]
  • Ride © +0 (Dex) +3
  • Spellcraft +0 (Int) +3

Languages: Illithid, Amethystish, Jadenese, Zirconek, Invader, Sapphirish

Proficiencies

  • Weapons: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow
  • Armor/Shields: Light armor

Traits, Drawbacks and Feats

Traits
  • Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility and royalty) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
  • Half-Forgotten Secrets: You gain a +1 trait bonus on checks with two Knowledge skills of your choice, and one of these skills becomes a class skill. (Knowledge/Arcana and Knowledge/Engineering)
  • Empathic Talent: You can use Occult Skill Unlocks for Aura Reading (based on Perception) a number of additional times per day equal to your Wisdom modifier.
  • Tactile Telekinesis: Once per day as a swift action, you can add a trait bonus equal to your Intelligence modifier on Strength checks and Strength-based skill checks you attempt before the beginning of your next turn. (bonus from Additional Traits feat)
  • Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures. (bonus from Additional Traits feat)

Drawback
  • Oppressive Expectations - Driven by a background demanding success and penalizing failure, you have issues when you make a mistake. Effect: When you fail a skill check, you suffer a -2 on all future checks on that skill until you succeed at a skill check on that skill, or fail on another (at which point the penalty moves to the latest failed skill).

Unchained Rogue Feats and Features
  • 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. (+3d6)

    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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

    With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
  • Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
  • Finesse Training (Ex): 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 (Ex): 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.

    Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
    • Combat Trick: A rogue who selects this talent gains a bonus combat feat.
      • Two-weapon Fighting: Can fight with paired light weapons (includes short swords), gaining one additional attack per round, but both attacks are at -2 to hit.
    • Esoteric Scholar (Ex): A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.
    • Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM. (additional Rogue Talent gained by the Extra Rogue Talent feat taken @ 5th level)
  • Danger Sense (Ex): 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 (Ex): 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 (Ex): 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.

    If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
  • Rogue's Edge (Ex): 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: 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.

Feats
  • Additional Traits: Gain 2 additional racial/character traits (see list above)
    • Tactile Telekinesis: Once per day as a swift action, you can add a trait bonus equal to your Intelligence modifier on Strength checks and Strength-based skill checks you attempt before the beginning of your next turn.
    • Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
  • Alertness: +2 to Perception and Sense Motive
  • Extra Rogue Talent: Grants one additional Rogue talent
    • Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Racial Abilities

  • +2 Intelligence
  • +2 Wisdom
  • -2 Strength
  • Medium: Illithid are Medium creatures and have no special bonus or penalties due to their size. Illithid base land speed is 30 feet.
  • Darkvision: Illithid can see in the dark up to 60 feet.
  • Telepathic Projection: An illithid speaks telepathically instead of verbally. An illithid may choose to "whisper" to a single individual if he is within five feet of that individual. Otherwise, anyone within normal hearing distance "hears" an illithid's words. This ability is projective only and does not allow the illithid to read thoughts. Note that only subjects with organic brains can 'hear' the illithid (excludes fae, golems, etc.)
  • Natural Psychics: Illithid are natural psychics and receive the Psychic Sensitivity and Psychic Adept feats as bonus feats even if they would not normally qualify.
    • Psychic Sensitivity: Use occult skill unlocks for trained skills.
    • Psychic Adept: Cast a psychic knack 3/day as a spell-like ability
  • Intellect Devouring: Illithid learn to draw experience and strength from the minds of those around them. Once per day, an illithid can use this ability to gain +1d6 to any single 1d20 roll. The decision to use this ability must be made before the result of the roll is determined.

Advancement

  • Ability Score Increases:
    • +1 Dexterity @ 4th level

Equipent

Item Weight Location
Mithral Chain Shirt: This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor. 10 lbs Worn, torso 1 lb Belt, left
Cat Burglar's Boots: These soft-soled boots provide their wearer with a +2 competence bonus on Acrobatics, Climb, and Stealth checks.

Once per day as an immediate action, the wearer of cat burglar's boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse).

In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves' tools. A DC 22 Perception check is required to notice this pocket. Any other object in the pocket causes it to bulge and become obvious to even casual observation.
2 lbs worn, feet
Masterwork Thieves' Tools (+2 circumstance bonus) 1 lb Belt, left
Rogue's Kit (This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, candles (10), trail rations (5 days), and a waterskin.) 1 lb Belt, left
glass cutter 1 lb Belt, left
Glue Paper (10 sheets) 1 lb Belt, left
Acid (3 flasks) 1 lb Belt, left
Tanglefoot Bags (2) 1 lb Belt, left
Fuse Grenade (2) 1 lb Belt, left
Alchemist's Fire (3) 1 lb Belt, left
Rope of Climbing 1 lb Belt, left
Crowbar 1 lb Belt, left
Potion of Invisibility (2) 1 lb Belt, left
Potion of Cat's Grace (2) 1 lb Belt, left
Potion of Spider Climb 1 lb Belt, left
Oil of Magic Weapon (6) 1 lb Belt, left
Masterwork Short Swords (2) 1 lb Belt, left
Dagger (4) 1 lb Belt, left
Potion of Cure Moderate Wounds (2d8+3) 1 lb Belt, left
Antitoxin (2) 1 lb Belt, left
Bloodblock (2) 1 lb Belt, left
Antiplague (2) 1 lb Belt, left
Troll Oil (1) 1 lb Belt, left
Troll Styptic (1) 1 lb Belt, left
Clear ear (2) 1 lb Belt, left
Adventurer's Sash (bandolier) 1 lb Belt, left
Alchemical Solvent (2) 1 lb Belt, left
Candlerod (4) 1 lb Belt, left

Gallery

Pathfinder: Krystallos
SettingPeopleLocationsMonstersJournalHouse RulesNoteboard