Volker Spiegelman

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Personal Data

Name: Gunther Volker Spiegelman
Gender: Male
Race: Human
Class/Level: Rogue 4
Alignment: Lawful
Description/Background: A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.

Abilities

Strength 10/+0
Dexterity 18/+4
Constitution 8/-1
Intelligence 16/+3
Wisdom 12/+1
Charisma 13/+1

Combat

Senses: Perception +8 (+10 vs traps)
Init: +4
HP: 4d8-4 (17hp)
AC: 17 (Touch 14 Flatfooted 13)
Melee: +3
Range: +7
CMB: +3
CMD: 17
Fort: 0
Ref: +8
Will: +4 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)

Skills

Skill Stat Total Ranks
Acrobatic Dex 9 2
Appraise Int 7 1
Bluff Cha 6 2
Climb Str 6 3
Diplomacy Cha 7 3
Disable Device Int 10 4
Disguise Cha 6 2
Escape Artist Dex 8 1
Handle Animal Cha 2 1
Intimidate Cha 5 1
Linguistics Int 7 1
Perception Wis 8 4
Ride Dex 4 1
Sense Motive Wis 6 2
Sleight of Hand Dex 9 2
Spellcraft Int 4 1
Stealth Dex 11 4
Swim Str 6 3
Use Magic Device Cha 6 2
Knowledge: Dungeoneering Int 7 1
Knowledge: History Int 4 1
Knowledge: Local Int 7 1
Knowledge: Religion Int 6 3
Knowledge: The Planes Int 4 1

Feats

Human 1: Iron Will +2 on will saves
Level 1: Stoic +1 on save vs fear, on success immune to fear from that source for 24h

Traits

Skilled +1 skill at 1st level, and each time you go up a level
Schooled inquisitor You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.
Spirits in the Stone Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.

Class Features

Weapon/Armor Proficiencies: 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.
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.

The golden dial May use each of these abilities once per day:

* Turn Undead. As level I cleric with no cha bonus.
* Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
* Detect Undead: Reveals undead within 60 ft.
* Hide from Undead: Undead can’t perceive one subject/level.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.

Minor Magic (disrupt undead) May cast Disrupt Undead 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)

Racial Features

Type: Humanoid (Human)
Size: Medium
Speed: 30 feet
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Gear

Masterwork Leather armour (160gp)
3 daggers / 1d4 slashing piercing thrown (6gp)
short sword / 1d6 piercing (10gp)
light mace / 1d6 blunt (5gp)
heavy crossbow / 1d10 piercing ranged slow reload (50gp)
10 crossbow quarrels (1gp)
Thieves Tools / common (30gp)
Light horse (75gp)
Hemp rope / 50 ft (1gp)
String / 50ft (1cp)
5 torches (5cp)
Golden dial
Drith's golden dial
4 potions of cure light wounds