Volker Spiegelman

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Personal Data[edit]

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[edit]

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

Combat[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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)

Trap Sense At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge Starting 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 Dex 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 (see Combat) against her.

Major Magic (gravity bow) May cast Gravity Bow 2 times per day as a spell like ability (increases bow/crossbow damage by 1 size category for 1 minute per level - e.g. a heavy crossbow does 2d8 damage instead of 1d10)

Racial Features[edit]

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[edit]

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)
heavy stonebow +1 / 1d10 blunt ranged slow reload
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