Pathfinder RPG HM's Dragonlance game converted to Pathfinder - recruiting - Page 19




  1. #181
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Day of the Tempest? Isn't that a 5th Age book - I never really got into the 5th Age stuff, probably because they tried that SAGA system stuff.

    Here's an update to Tas using your latest character sheet as reference. Note the sheet didn't show talents chosen or feats, and missing to skill ranks (I have 61 spent out of 63). Also you didn't have the cut purse or trapper archtypes listed but I added them here.

    Tasselhoff Burrfoot

    Game Info

    Race: Kender (using halfling)
    Class: Rogue(cut-purse)/Ranger(trapper)
    Level: 6 (5/1)
    Alignment: Neutral Good
    Languages: Common, Kenderspeak, Hill Dwarf, Goblin
    Deity: all the good ones

    Abilities

    Code:
    STAT   PTS    START  RACE ADJ  LVL ADJ  MAGIC ADJ  TOTAL
    STR:   01      11       -2        0         0        9
    DEX:   10      16       +2       +1         0       19
    CON:   05      14       +0        0         0       14
    INT:   05      14       +0        0         0       14
    WIS:   02      12       +0        0         0       12
    CHA:   02      12       +2        0         0       14

    Combat

    HP: 60 = [6d8=48] + 12 (CON) + 00 (favored class)
    AC: 17 = 10 + 2 (armor) + 4 (DEX) + 1 (size)
    AC Touch: 15 = 10 + 4 (DEX) + 1 (size)
    AC Flatfooted: 13 = 10 + 2 (armor) + 1 (size)
    INIT: +4 = +4 (DEX)
    BAB: +4 = +3 (Rogue) + 1 (Ranger)
    CMB: +2 = -1 (STR) + 4 (BAB) - 1 (size)
    CMD: 16 = 10 - 1 (STR) + 4 (DEX) + 4 (BAB) - 1 (size)
    Fort: +6 = +1 (Rogue) + 2 (Ranger) + 2 (CON) + 1 (racial)
    Reflex: +11 = +4 (Rogue) + 2 (Ranger) + 4 (DEX) + 1 (racial)
    Will: +3 = +1 (Rogue) + 0 (Ranger) + 1 (WIS) + 1 (racial)
    Speed: 20'
    Damage Reduction: None
    Spell Resistance: None
    Spell Failure: 00%

    Weapon Stat

    Hoopak(melee):
    Attack: +5 = +4 (BAB) - 1 (STR) + 2 (magic)
    Damage: 1d4+1(B) = - 1 (STR) + 2 (magic); CRIT 20x2

    Rabbit Slayer(melee):
    Attack: +7 = +4 (BAB) - 1 (STR) + 4 (magic)
    Damage: 1d3+3(PorS) = - 1 (STR) + 4 (magic); CRIT 17-20x2

    Hoopak(ranged):
    Attack: +09= +4 (BAB) + 4 (DEX) + 2 (magic) - 1 (stone)
    Damage = 1d4+1(B) = - 1 (STR) + 2 (magic) ; CRIT 20x3, Range: 80 ft.

    Rabbit slayer(ranged):
    Attack: +12= +4 (BAB) + 4 (DEX) + 4 (magic)
    Damage = 1d3+3(P) = - 1 (STR) + 4 (magic); CRIT 17-20x2, Range: 10 ft.

    Racial Traits

    Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

    Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

    Base Speed (Slow Speed): Halflings have a base speed of 20 feet.

    Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

    Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

    Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

    Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

    Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

    Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

    Class Features

    Weapon and Armor Proficiency: 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.

    A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

    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.

    The rogue's attack deals extra damage (called "precision 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

    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.

    Rogue Talents:

    2nd lvl:
    4th lvl:

    Advanced Talents

    At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

    Measure the Mark
    (Ex)

    When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt.

    This ability replaces trapfinding.

    Stab and Grab
    (Ex)

    At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an Item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft.

    This ability replaces trap sense.

    Uncanny Dodge (Ex)

    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.

    If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

    Favored Enemy( Ex)

    At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

    Track (Ex)

    A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
    (
    Wild Empathy (
    Ex)

    A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

    Class Skills

    A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

    Trapfinding

    A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic trap

    Feats & Traits

    1st lvl:
    3rd lvl:
    5th lvl:

    Traits:
    a) Dangerously Curious
    b) Armor Expert

    Skills

    Skill Ranks: 63 = [8 (Rogue) + 2 (INT)] x 5(LvL) [6 (Ranger) + 2 (INT)] x1(LvL) + 5 (favored class bonus)
    Max Ranks: 6
    ACP: -0

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                       Stat Rank CS Misc ACP
    +13 = Acrobatics()          +04  +04  +3 +02  -0 DEX
    +06 = Appraise()            +02  +01  +3 +00     INT
    +11 = Bluff()               +02  +06  +3 +00     CHA
    +06 = Climb()               -01  +02  +3 +02  -0 STR
    +02 = Craft():_______       +02  +00  +0 +00     INT
    +09 = Diplomacy()           +02  +04  +3 +00     CHA
    +17 = Disable Device()^     +04  +06  +3 +04  -0 DEX
    +07 = Disguise()            +02  +02  +3 +00     CHA
    +13 = Escape Artist()       +04  +06  +3 +00  -0 DEX
    +04 = Fly                   +04  +00  +0 +00  -0 DEX
    +na = Handle Animal()^      +02  +00  +0 +00     CHA
    +01 = Heal()                +01  +00  +0 +00     WIS
    +02 = Intimidate()          +02  +00  +0 +00     CHA
    +na = Know:Arcana^          +02  +00  +0 +00     INT
    +na = Know:Duneroneering()^ +02  +00  +0 +00     INT
    +na = Know:Engineering^     +02  +00  +0 +00     INT
    +07 = Know:Geography()^     +02  +02  +3 +00     INT
    +na = Know:History^         +02  +00  +0 +00     INT
    +na = Know:Local()^         +02  +00  +0 +00     INT
    +na = Know:Nature()^        +02  +00  +0 +00     INT
    +na = Know:Nobility^        +02  +00  +0 +00     INT
    +na = Know:Planes^          +02  +00  +0 +00     INT
    +na = Know:Religion^        +02  +00  +0 +00     INT
    +na = Linguistics()^        +02  +00  +0 +00     INT
    +12 = Perception()          +01  +06  +3 +02     WIS
    +02 = Perform():________    +02  +00  +0 +00     CHA
    +na = Profession()^:_______ +00  +00  +0 +00     WIS
    +04 = Ride()                +04  +00  +0 +00  -0 DEX
    +05 = Sense Motive()        +01  +01  +3 +00     WIS
    +13 = Sleight of Hand()^    +04  +06  +3 +00  -0 DEX
    +na = Spellcraft()^         +02  +00  +0 +00     INT
    +17 = Stealth()             +04  +06  +3 +04  -0 DEX
    +06 = Survival()            +01  +02  +3 +00     WIS
    +03 = Swim()                -01  +01  +3 +00  -0 STR
    +12 = Use Magic Device()^   +02  +06  +3 +01     CHA
    _

    Equipment

    Code:
    Item                          Cost    Weight
    blue leggings                 free      0lb
    leather armor                 10gp    7.5lb
    hoopak(see below)          priceless  1.5lb
    Rabbit Slayer              priceless    1lb
    mw thieves tools             100gp      2lb
    leather map case               1gp     .5lb
    - full of maps                varies    0lb
    Shoulder bags x2               2sp      1lb
    (treat as normal size sacks)
    - contents vary               varies    2lb
    Bedroll                        1sp   1.25lb
    rope,(hemp 25')                5sp      5lb
    
                  total weight carried: 21.75lb
    Treasure:
    STL - 4
    SP - 3
    CP - 0
    Gems: none
    Jewerly: Tanis's ring (though Tas doesn't know he has it)

    Magic:
    Uncle Trapspringer's Hoopak - +2 halfling staff sling of speed, Special: heirloom weapon with permanent nondetection(CL20)

    Carrying Capacity:
    Code:
    Load        Normal
    light:    000.00-022.50 lbs
    medium:   022.51-045.00 lbs
    heavy:    045.01-067.50 lbs

    Details

    Size: Small
    Gender: Male
    Age: 38(actual)/14(apparent)
    Height: 3'-9"
    Weight: 85lbs
    Hair Color: brown (worn in a tassle)
    Eye Color: brown
    Skin Color: light, long scar on right elbow
    Personality: Tasslehoff's most endearing - and frustrating - characteristic is his insatiable curiosity and fearlessness. These traits often get him into trouble. His curiosity frequently drives him to see what other people have in their pockets and packs (Raistlin, in particular, hates this), and he can easily forget that he has "borrowed" a particular item. He collects odds and ends - he will never pass up a chance to acquire a map of any description - and often surprises himself with what he has in his pockets. He loves legends, songs, and stories, and collects riddles, puzzles, and enigmas as avidly as he collects maps. He has a 5% Legend Lore chance to know something useful on any subject. His map collection is varied and mostly useless. Many of his maps are pre-Cataclysm. He is as likely to collect a map for its beauty as for its usefulness.

    Although it is hard to get a kender depressed because of his fearlessness, Tasslehoff is saddened by death and destruction, and can be in awe of anything truly magnificent. His fearlessness does not keep him from being logical about danger, though his curiosity can sometimes overcome his reason.

    Background
    Tasslehoff Burrfoot is a Kender, a diminutive race found throughout the world of Krynn. Like all kender, he left home at the age of 18 because he was stricken by wanderlust, the uncontrollable urge to travel and make the great map of every land. No kender in wanderlust has ever completed the "great map," but most kender have great collections of maps, some useful, most obsolete. Tasslehoff is no exception. Tas's map was especially confused by an unfortunate incident with a magic ring of teleportation that kept transporting him to unknown lands without notice. No one but Tas ever saw the ring - or believed the story, either.

    Tasslehoff was born somewhere in northern Ergoth, and is a member of the Stoat clan of kender. His parents traveled in the Haven/Solace region, where they studied the lives of the plainsmen. (What the plainsmen thought of the kender is nowhere recorded.) Tas acquired skills as a "handler" (the word "thief" is considered impolite), and used it extensively to satisfy his curiosity about everything. It was that curiosity that led to him taking a bracelet from Flint Fireforge's stall at a market. Flint was outraged, but Tanis decided he liked the little kender, and so they all became friends. (Flint, although he has never said a nice word about the kender, actually likes him a good deal.)

    Adventure Notes
    None yet

    Level Ups

    Level 7
    Class:
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Feat:
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Skills:
    Favored Class Bonus:


    Everything looks good to me just choice your talents and feats as well as add in the two other skill ranks.

    HM
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    And come join in the creation of a new living world here: Living Pathfinder

 

  • #182
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    Gallant (Lvl 3)

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    Whoops, guess I checked this thread (removing it from my Subscribed Threads) and then forgot to reply or browser crashed or something.

    2 points in Linguistics for whichever languages would make the most sense.

    Rogue Talents:
    Finesse Rogue
    Offensive Defense

    Feats:
    Taunt (level 1)
    Weapon Finesse (free, talent)
    Point Blank Shot (level 3)
    Improved Initiative (level 5)

  • #183
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Languages would probably be Elven and Gnome

    What happen to Fast Getaway?

    Those Talents and Feats are ok by me. You could quote the sheet above and then paste it into an RG post if you like. Would just need to fill in the talents and feats and your all set.

    The game is here...

    http://www.enworld.org/forum/playing...-twilight.html

    Jump in whenever you like.

    HM
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

  • #184
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    There is nothing further north of the broken tower. Just a huge cliff wall.

    Did you mean to go northeast next SVZ?

    HM
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  • #185
    Yes

  • #186
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    Gallant (Lvl 3)

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    Tasselhoff!!!!!!!!!!!!!!!!!!!!!!
    (The Rogues' Gallery doesn't appear to have any recent posts in it. I'd feel weird posting there. But I found this picture!!!)

    Game Info

    Race: Kender (using halfling)
    Class: Rogue(cut-purse)/Ranger(trapper)
    Level: 6 (5/1)
    Alignment: Neutral Good
    Languages: Common, Kenderspeak, Hill Dwarf, Goblin, Elven, Gnome
    Deity: all the good ones

    Abilities

    Code:
    STAT   PTS    START  RACE ADJ  LVL ADJ  MAGIC ADJ  TOTAL
    STR:   01      11       -2        0         0        9
    DEX:   10      16       +2       +1         0       19
    CON:   05      14       +0        0         0       14
    INT:   05      14       +0        0         0       14
    WIS:   02      12       +0        0         0       12
    CHA:   02      12       +2        0         0       14

    Combat

    HP: 60 = [6d8=48] + 12 (CON) + 00 (favored class)
    AC: 17 = 10 + 2 (armor) + 4 (DEX) + 1 (size)
    AC Touch: 15 = 10 + 4 (DEX) + 1 (size)
    AC Flatfooted: 13 = 10 + 2 (armor) + 1 (size)
    INIT: +8 = +4 (DEX) +4 (feat)
    BAB: +4 = +3 (Rogue) + 1 (Ranger)
    CMB: +2 = -1 (STR) + 4 (BAB) - 1 (size)
    CMD: 16 = 10 - 1 (STR) + 4 (DEX) + 4 (BAB) - 1 (size)
    Fort: +6 = +1 (Rogue) + 2 (Ranger) + 2 (CON) + 1 (racial)
    Reflex: +11 = +4 (Rogue) + 2 (Ranger) + 4 (DEX) + 1 (racial)
    Will: +3 = +1 (Rogue) + 0 (Ranger) + 1 (WIS) + 1 (racial)
    Speed: 20'
    Damage Reduction: None
    Spell Resistance: None
    Spell Failure: 00%

    Weapon Stat

    Hoopak(melee):
    Attack: +5 = +4 (BAB) - 1 (STR) + 2 (magic)
    Damage: 1d4+1(B) = - 1 (STR) + 2 (magic); CRIT 20x2

    Rabbit Slayer(melee):
    Attack: +7 = +4 (BAB) - 1 (STR) + 4 (magic)
    Damage: 1d3+3(PorS) = - 1 (STR) + 4 (magic); CRIT 17-20x2

    Hoopak(ranged):
    Attack: +09= +4 (BAB) + 4 (DEX) + 2 (magic) - 1 (stone)
    Damage = 1d4+1(B) = - 1 (STR) + 2 (magic) ; CRIT 20x3, Range: 80 ft.

    Rabbit slayer(ranged):
    Attack: +12= +4 (BAB) + 4 (DEX) + 4 (magic)
    Damage = 1d3+3(P) = - 1 (STR) + 4 (magic); CRIT 17-20x2, Range: 10 ft.

    Racial Traits

    Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

    Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

    Base Speed (Slow Speed): Halflings have a base speed of 20 feet.

    Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

    Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

    Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

    Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

    Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

    Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

    Class Features

    Weapon and Armor Proficiency: 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.

    A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

    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.

    The rogue's attack deals extra damage (called "precision 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

    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.

    Rogue Talents:

    2nd lvl: Finesse Rogue
    4th lvl: Offensive Defense

    Advanced Talents

    At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

    Measure the Mark
    (Ex)

    When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt.

    This ability replaces trapfinding.

    Stab and Grab
    (Ex)

    At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an Item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft.

    This ability replaces trap sense.

    Uncanny Dodge (Ex)

    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.

    If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

    Favored Enemy( Ex)

    At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

    Track (Ex)

    A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
    (
    Wild Empathy (
    Ex)

    A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

    Class Skills

    A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

    Trapfinding

    A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic trap

    Feats & Traits

    1st lvl: Taunt
    Weapon Finesse (free, rogue talent)
    3rd lvl: Point Blank Shot
    5th lvl: Improved Initiative

    Traits:
    a) Dangerously Curious
    b) Armor Expert

    Skills

    Skill Ranks: 63 = [8 (Rogue) + 2 (INT)] x 5(LvL) [6 (Ranger) + 2 (INT)] x1(LvL) + 5 (favored class bonus)
    Max Ranks: 6
    ACP: -0

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                       Stat Rank CS Misc ACP
    +13 = Acrobatics()          +04  +04  +3 +02  -0 DEX
    +06 = Appraise()            +02  +01  +3 +00     INT
    +11 = Bluff()               +02  +06  +3 +00     CHA
    +06 = Climb()               -01  +02  +3 +02  -0 STR
    +02 = Craft():_______       +02  +00  +0 +00     INT
    +09 = Diplomacy()           +02  +04  +3 +00     CHA
    +17 = Disable Device()^     +04  +06  +3 +04  -0 DEX
    +07 = Disguise()            +02  +02  +3 +00     CHA
    +13 = Escape Artist()       +04  +06  +3 +00  -0 DEX
    +04 = Fly                   +04  +00  +0 +00  -0 DEX
    +na = Handle Animal()^      +02  +00  +0 +00     CHA
    +01 = Heal()                +01  +00  +0 +00     WIS
    +02 = Intimidate()          +02  +00  +0 +00     CHA
    +na = Know:Arcana^          +02  +00  +0 +00     INT
    +na = Know:Duneroneering()^ +02  +00  +0 +00     INT
    +na = Know:Engineering^     +02  +00  +0 +00     INT
    +07 = Know:Geography()^     +02  +02  +3 +00     INT
    +na = Know:History^         +02  +00  +0 +00     INT
    +na = Know:Local()^         +02  +00  +0 +00     INT
    +na = Know:Nature()^        +02  +00  +0 +00     INT
    +na = Know:Nobility^        +02  +00  +0 +00     INT
    +na = Know:Planes^          +02  +00  +0 +00     INT
    +na = Know:Religion^        +02  +00  +0 +00     INT
    +07 = Linguistics()^        +02  +02  +3 +00     INT
    +12 = Perception()          +01  +06  +3 +02     WIS
    +02 = Perform():________    +02  +00  +0 +00     CHA
    +na = Profession()^:_______ +00  +00  +0 +00     WIS
    +04 = Ride()                +04  +00  +0 +00  -0 DEX
    +05 = Sense Motive()        +01  +01  +3 +00     WIS
    +13 = Sleight of Hand()^    +04  +06  +3 +00  -0 DEX
    +na = Spellcraft()^         +02  +00  +0 +00     INT
    +17 = Stealth()             +04  +06  +3 +04  -0 DEX
    +06 = Survival()            +01  +02  +3 +00     WIS
    +03 = Swim()                -01  +01  +3 +00  -0 STR
    +12 = Use Magic Device()^   +02  +06  +3 +01     CHA
    _

    Equipment

    Code:
    Item                          Cost    Weight
    blue leggings                 free      0lb
    leather armor                 10gp    7.5lb
    hoopak(see below)          priceless  1.5lb
    Rabbit Slayer              priceless    1lb
    mw thieves tools             100gp      2lb
    leather map case               1gp     .5lb
    - full of maps                varies    0lb
    Shoulder bags x2               2sp      1lb
    (treat as normal size sacks)
    - contents vary               varies    2lb
    Bedroll                        1sp   1.25lb
    rope,(hemp 25')                5sp      5lb
    
                  total weight carried: 21.75lb
    Treasure:
    STL - 4
    SP - 3
    CP - 0
    Gems: none
    Jewerly: Tanis's ring (though Tas doesn't know he has it)

    Magic:
    Uncle Trapspringer's Hoopak - +2 halfling staff sling of speed, Special: heirloom weapon with permanent nondetection(CL20)

    Carrying Capacity:
    Code:
    Load        Normal
    light:    000.00-022.50 lbs
    medium:   022.51-045.00 lbs
    heavy:    045.01-067.50 lbs

    Details

    Size: Small
    Gender: Male
    Age: 38(actual)/14(apparent)
    Height: 3'-9"
    Weight: 85lbs
    Hair Color: brown (worn in a tassle)
    Eye Color: brown
    Skin Color: light, long scar on right elbow
    Personality: Tasslehoff's most endearing - and frustrating - characteristic is his insatiable curiosity and fearlessness. These traits often get him into trouble. His curiosity frequently drives him to see what other people have in their pockets and packs (Raistlin, in particular, hates this), and he can easily forget that he has "borrowed" a particular item. He collects odds and ends - he will never pass up a chance to acquire a map of any description - and often surprises himself with what he has in his pockets. He loves legends, songs, and stories, and collects riddles, puzzles, and enigmas as avidly as he collects maps. He has a 5% Legend Lore chance to know something useful on any subject. His map collection is varied and mostly useless. Many of his maps are pre-Cataclysm. He is as likely to collect a map for its beauty as for its usefulness.

    Although it is hard to get a kender depressed because of his fearlessness, Tasslehoff is saddened by death and destruction, and can be in awe of anything truly magnificent. His fearlessness does not keep him from being logical about danger, though his curiosity can sometimes overcome his reason.

    Background
    Tasslehoff Burrfoot is a Kender, a diminutive race found throughout the world of Krynn. Like all kender, he left home at the age of 18 because he was stricken by wanderlust, the uncontrollable urge to travel and make the great map of every land. No kender in wanderlust has ever completed the "great map," but most kender have great collections of maps, some useful, most obsolete. Tasslehoff is no exception. Tas's map was especially confused by an unfortunate incident with a magic ring of teleportation that kept transporting him to unknown lands without notice. No one but Tas ever saw the ring - or believed the story, either.

    Tasslehoff was born somewhere in northern Ergoth, and is a member of the Stoat clan of kender. His parents traveled in the Haven/Solace region, where they studied the lives of the plainsmen. (What the plainsmen thought of the kender is nowhere recorded.) Tas acquired skills as a "handler" (the word "thief" is considered impolite), and used it extensively to satisfy his curiosity about everything. It was that curiosity that led to him taking a bracelet from Flint Fireforge's stall at a market. Flint was outraged, but Tanis decided he liked the little kender, and so they all became friends. (Flint, although he has never said a nice word about the kender, actually likes him a good deal.)

    Adventure Notes
    None yet

    Level Ups

    Level 7
    Class:
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Feat:
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Skills:
    Favored Class Bonus:

  • #187
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

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    ø Ignore HolyMan
    My communities:

    You can go ahead and post him in the RG

    http://www.enworld.org/forum/rogues-...-versions.html

    Their like that and don't get many posts.

    I will update what lies ahead TUE night as I have a few other games to look in on and want to give the others time to respond.

    HM
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

  • #188
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    Gallant (Lvl 3)

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    ø Ignore dammitbiscuit
    Ah, guess Google gave me the wrong RG. This one is much more colorful!

  • #189
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

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    My communities:

    Looks like we lost a few players once again.

    To take up the slack and help me can a couple of you double up once more?

    SVZ - takes Tanis and Tas
    WD - takes Raistlin and Caramon
    ghostcat - keeps Riverwind and gains Gilthanas later
    Orius - keeps Sturm gain a new PC as needed

    I'll keep Flint and Goldmoon and use them as support characters (both in and out of combat). And sigh when I have another bunch of NPCs join the group starting next module.

    No one need worry about builds or such except for your main characters. I just need to not have to control 4 DMPCs during a fight.

    Let me know if this is ok. Maybe I'll try another recruitment drive soon.

    Update tonight.

    HM
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

  • #190
    OK, I'll play Tas as well for now.

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