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Join Date: Feb 2007 Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,843
| Renaldo D'Argaussi
Combat Code:
armor: max arcane
Studded adj mag dex acp failure type wt mv
Leather, Mwk. +3 -- +5 0 15% Lt 2lb 30
Base AC: 16 (dex +3, armor +3)
touch ac: 13
flat foot ac: 13
Attack
weapons: att dam crit rng type
Rapier, Mwk +6 1d6 18-20/X2 n/a P
Dagger +5 1d4 19-20/X2 10 P/S
Two weapon fighting (Full round attack):
weapons: att dam crit rng type
Rapier, Mwk +4 1d6 18-20/X2 n/a P
Dagger +3 1d4 19-20/X2 10 P/S
Weapon Adjust ments:
Dex: +3; bab +2; rapier Mwk +1; 2 wpn fight -2
Saves: base abil mods total
Fort: +3 +1 -- +4
Reflex: +0 +3 +1 +4
Will: +0 +2 -- +2
Save Modifications: Reflex: +1 (Grace)
special attacks
FEINT
As a standard action, you can try to mislead an opponent in melee combat so that he can’t dodge your next attack effectively. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn. Feinting in this way against a nonhumanoid is difficult because it’s harder to read a strange creature’s body language; you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a nonintelligent creature, it’s impossible. Feinting in combat does not provoke attacks of opportunity. Feinting as a Move Action: With the Improved Feint feat, you can attempt a feint as a move action instead of as a standard action.
DISARM
As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand. If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon (for instance, a bow or a wand), the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails.
Step 1: Attack of Opportunity
Step 2: Opposed Rolls.
Step Three: Consequences
See phb pp 155 for further details
Grabbing Items
You can use a disarm action to snatch an item worn by the target (such as a necklace or a pair of goggles). If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away (such as a loose cloak or a brooch pinned to the front of a tunic), the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above. You can’t snatch an item that is well secured, such as a ring or bracelet, unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist the attempt. Skills and Feats
item purchase notes Code:
Studded Leather, mwk 175.00 gp 20.00 Lb
Rapier, Mwk 320.00 gp 2.00 lb
Dagger x3 6.00 gp 3.00 lb
Guard's Uniform
(courtesen's outfit) 30.00 gp ---
Back Pack 2.00 gp 2.00 lb
flint/steel 1.00 gp ---
Mirror, sm steel 10.00 gp 0.50 lb
Belt pouch X 2 2.00 gp 1.00 lb
Water Skins X 1 1.00 gp 4.00 lb
Sunrods X2 4.00 gp 2.00 lb
Tinder twigs X10 10.00 gp ---
Traveler's outfit 1.00 gp 5.00 lb
Potions of Healing 100.00 gp ---
artisen's tools 5 gp 5 lb
Totals: 667.00 44.5 lb
special items : 157 gp
total: 819
Left over:
pp 50 gp 9 sp 10 cp
Weight of: 7 lb on his person
pouch 1: 25 gp, 9 sp, 10 cp
pouch 2: 25 gp
wearing: x.x lb
Special Items General discription
Last edited by Scott DeWar; 31st March 2009 at 06:11 AM..
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