Volker Spiegelman: Difference between revisions
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==Gear== | ==Gear== | ||
Leather armour ( | ''Masterwork'' Leather armour (160gp) <br> | ||
3 daggers / 1d4 slashing piercing thrown (6gp) <br> | 3 daggers / 1d4 slashing piercing thrown (6gp) <br> | ||
short sword / 1d6 piercing (10gp) <br> | short sword / 1d6 piercing (10gp) <br> |
Revision as of 21:46, 4 May 2015
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Personal Data
Name: Gunther Volker Spiegelman
Gender: Male
Race: Human
Class/Level: Rogue 2
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 17/+3
Constitution 8/-1
Intelligence 16/+3
Wisdom 12/+1
Charisma 13/+1
Combat
Senses: Perception +5
Init: +3
HP: 2d8-2 (10hp)
AC: 15 (Touch 13 Flatfooted 12)
Melee: 0
Range: +3
CMB: 0
CMD: 13 (base 10 +3 Dex)
Fort: -1
Ref: +5
Will: +3 (+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 | 7 | 1 |
Appraise | Int | 7 | 1 |
Bluff | Cha | 5 | 1 |
Climb | Str | 4 | 1 |
Diplomacy | Cha | 6 | 2 |
Disable Device | Int | 7 | 1 |
Disguise | Cha | 5 | 1 |
Linguistics | Int | 7 | 1 |
Perception | Wis | 6 | 2 |
Ride | Dex | 4 | 1 |
Sense Motive | Wis | 5 | 1 |
Sleight of Hand | Dex | 8 | 2 |
Stealth | Dex | 8 | 2 |
Swim | Str | 4 | 1 |
Use Magic Device | Cha | 5 | 1 |
Knowledge: Dungeoneering | Int | 7 | 1 |
Knowledge: History | Int | 4 | 1 |
Knowledge: Religion | Int | 5 | 2 |
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