Unsung
First Post
I'm really liking this Trapsmith build. I have no idea if it will play at all well, but what the hell. That's part of what this game's about, right? The learning process?
This is a total WIP, by the way. I might switch out the race, adjust the skill spread and ability scores, I need to think more about my feats, and I haven't spent all of my starting gold-- just so many choices-- but at least this gives you some idea of my progress.
[sblock=Custom Race]RACE: Advanced Kobold
Type: Humanoid (reptilian) (0 RP)
Size: Small (0 RP)
Base Speed: 30' (0 RP)
Ability Score Modifiers (Advanced, 4 RP) +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Str
Languages: Xenophobic (0 RP) Draconic, with high Int Common, Dwarven, Gnome, Undercommon
Ability Score Racial Traits:
None
Defense Racial Traits:
None
Feat and Skill Racial Traits:
Master Tinker (2 RP)
Underground Sneak (5 RP)
Magical Racial Traits:
None
Movement Racial Traits:
Underground Stalker (4 RP)
Offense Racial Traits:
Poison Use (1 RP)
Senses Racial Traits:
Darkvision 60 ft (2 RP)
Weakness Racial Traits:
Light Blindness (–2 RP)
Other Racial Traits:
None[/sblock]
[sblock=Character Information]INFORMATION
Name: Kruppuk ‘Krupps’ Kneecapper
Player: @Unsung
Race: Kobold
Class: Rogue (Archetypes- Snare Setter, Master Trapsmith, Underground Chemist)
Level: 18
Alignment: Lawful Evil
Languages: Draconic, Common, Dwarven, Gnome, Undercommon, Infernal
Deity: Kurtulmak
Size: Small
Gender: Male
Age: 23
Height: 2' 8"
Weight: 20#
Hair Color: None
Eye Color: Dark green
Skin Color: Gray scales
ABILITIES (28 point buy)
Str: 7 -2 [-1 points, -2 racial)
Dex: 22 +6 [13 points, +4 racial, +1 level dependent]
Con: 12 +1 [2 points]
Int: 22 +6 [13 points, +2 racial, +3 level dependent]
Wis: 16 +3 [5 points, +2 racial]
Cha: 9 -1 [-4 points, +2 racial]
COMBAT
HP: 112 [d8, +1 Con x18 (+18), level 1: 8, levels 2-10: 6 x9 (+54), levels 11-18: 4 x8 (+32)]
AC: 37 [10 base, +6 Dex, +2 armor/+5 enhancement, +0 natural/+5 enhancement, +5 deflection, +1 size, +3 favored class]
AC Touch: 25 [10 base, +6 Dex, +5 deflection, +1 size, +3 favored class]
Flatfooted: 31 [10 base, +2 armor/+5 enhancement, +0 natural/+5 enhancement, +5 deflection, +1 size, +3 favored class]
Init: +6 [+6 Dex]
Fortitude: +7 [+6 base, +1 Con]
Reflex: +17 [+11 base, +6 Dex]
Will: +8 [+6 base, +2 Wis]
Speed: 30'
BAB: +13, +8, +3
CMB: +10 [Base attack bonus + Str modifier + size modifier]
CMD: 26 [10 + base attack bonus + Str modifier + Dex modifier + size modifier]
WEAPON
Heavy crossbow (S): Attack: +25 [13 BAB, +6 Dex, +5 enhancement, +1 size], Damage: 1d8+11 [+Dex, +5 enhancement], Crit: 17-20 (Improved Critical feat, Normal: 19-20), Type: P
ARMOR
Leather Armor +5: AC: +2, MDB: +6, ACP: 0, Enhancement +5 armor
RACE: Advanced Kobold (16 RP)
Type: Humanoid (reptilian) (0 RP)
Size: Small (0 RP)
Base Speed: Normal Speed 30' (0 RP)
Ability Score Modifiers (Advanced, 4 RP) +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Str
Languages: Xenophobic (0 RP) Draconic, with high Int- Common, Dwarven, Undercommon, Gnome
Master Tinker (2 RP)
Underground Sneak (5 RP)
Underground Stalker (4 RP)
Poison Use (1 RP)
Darkvision 60ft (2 RP)
Light Blindness (–2 RP)
[sblock=Racial Trait Descriptions]
Advanced Kobold (16 RP)
Humanoid (0 RP)
Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid,reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites.
A humanoid race has the following features:
Humanoids breathe, eat, and sleep.
Small (0 RP)
Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP)
The race has a base speed of 30 feet.
Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
Xenophobic (0 RP)
Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the underground regions). Members of this race with high Intelligence scores can choose from any of these additional languages.
Master Tinker (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
Underground Sneak (5 RP)
Prerequisites: Race is native to the underground.
Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.
Underground Stalker (4 RP)
Prerequisites: Native to the underground.
Benefit: Members of this race can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.
Poison Use (1 RP)
Prerequisites: None.
Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Light Blindness (–2 RP)
Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.[/sblock]
Favored class: Rogue (add ½ trap sense bonus to AC)
CLASS: Rogue 18 (Archetypes- Snare Setter (*), Trapsmith (**), Underground Chemist(***))
Armor/Weapons: All simple, hand crossbow, rapier, sap, shortbow, short sword / light armor
Trapper* (replaces Sneak Attack at level 1)
Chemical Weapons*** (replaces Evasion)
Trapsmithing* (replaces Trapfinding)
Deadly Traps* 4d6 (replaces Sneak Attack at levels 3, 7, 11, 15)
Trap Sense +6 (at levels 3, 6, 9, 12, 15, 18)
Precise Splash Weapons*** (replaces level 4 rogue talent)
Careful Disarm** (replaces Uncanny Dodge)
Sneak Attack* 4d6 (at levels 5, 9, 13, 17)
Trap Master** (replaces Improved Uncanny Dodge)
Discovery*** (can take specified alchemist discoveries in place of advanced rogue talents)
Rogue Talents
- level 2- Cunning Trigger
- level 4 (replaced by Precise Splash Weapons***)
- level 6- Quick Trapsmith
- level 8- Quick Disable
Advanced Rogue Talents
- level 10- Skill Mastery (take 10 on 3 + Int mod skills while under stress)
- level 12- Stealthy Sniper (-10 to Stealth while sniping instead of -20)
- level 14- Sticky Poison (alchemist discovery)
- level 16- Poison Conversion (alchemist discovery)
- level 18- Concentrate Poison (alchemist discovery)
[sblock=Class Feature Descriptions]
Trapper* (replaces Sneak Attack at level 1) 15/uses per day [9 snare setter + 5 Int]
Chemical Weapons*** (replaces Evasion)
Trapsmithing* (replaces Trapfinding)
Deadly Traps* 4d6 (replaces Sneak Attack at levels 3, 7, 11, 15)
Trap Sense +6 (at levels 3, 6, 9, 12, 15, 18)
Precise Splash Weapons*** (replaces level 4 rogue talent)
Careful Disarm** (replaces Uncanny Dodge)
Sneak Attack* 4d6 (at levels 5, 9, 13, 17)
Trap Master** (replaces Improved Uncanny Dodge)
Discovery*** (can take specified alchemist discoveries in place of advanced rogue talents)[/sblock]
[sblock=Archetype Descriptions]
Archetype: Snare Setter (Kobold rogue archetype)
Trapper (Ex)
At 1st level, a snare setter gains Learn Ranger Trap as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he's considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap.
This ability replaces sneak attack (but see below).
Trapsmithing (Ex)
A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps.
This ability replaces trapfinding.
Deadly Traps (Ex)
At 3rd level, the snare setter's traps deal an additional 1d6 points of damage on the first round they're activated. This damage is of the same type the trap normally deals. Traps that don't deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th).
Sneak Attack (Su)
At 5th level, the snare setter gains sneak attack +1d6. This functions as the rogue ability of the same name, but the damage increases by 1d6 every 4 levels after 5th (9th, 13th, and 17th).
Master Snare Setter (Ex)
At 20th level, the snare setter can attach one of a rogue's master strike effects to a trap he creates. When the trap is triggered, the subject makes an additional Fortitude save at the same DC as the trap to avoid this effect. A snare setter can have only one trap affected by this ability active at any time. He may remove this ability from a trap at any range as a free action.
This ability replaces master strike.
Rogue Talents: The following rogue talents complement the snare setter archetype: camouflage, cunning trigger, fast stealth, sniper's eye.
Archetype: Master Trapsmith
Careful Disarm (Ex)
At 4th level, whenever a trapsmith attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
This ability replaces uncanny dodge.
Trap Master (Ex)
At 8th level, whenever a trapsmith disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she desires.
This ability replaces improved uncanny dodge.
Rogue Talents: The following rogue talents complement the trapsmith archetype: befuddling strike, cunning trigger, quick disable, and quick trapsmith.
Advanced Talents: The following advanced rogue talents complement the trapsmith archetype: another day, frugal trapsmith, and skill mastery.
Archetype: Underground Chemist
Chemical Weapons (Ex)
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
This ability replaces evasion.
Precise Splash Weapons (Ex)
At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.
This ability replaces the rogue talent gained at 4th level.
Discovery (Su)
At 10th level, an underground chemist can select one of the following alchemist discoveries in place of a rogue talent: concentrate poison, dilution, enhance potion, extend potion, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, or sticky poison. She uses her rogue level as her alchemist level for determining the effects of her discoveries and whether she is able to select one.
This ability alters advanced talents.
Rogue Talents: The following rogue talents complement the underground chemist archetype: black market connections, fast fingers, lasting poison, sniper's eye, and swift poison.
Advanced Talents: The following advanced rogue talents complement the underground chemist archetype: deadly cocktail and thoughtful reexamining.[/sblock]
[sblock=Rogue Talent Descriptions]
Rogue Talents
Quick Disable
Benefit: It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Quick Trapsmith
Benefit: As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand.
Special: The type of trap that can be constructed in this way is subject to GM discretion.
Cunning Trigger
Benefit: A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed.
Advanced Rogue Talents
Skill Mastery
Benefit: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.
Special: A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Stealthy Sniper
Benefit: When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.
Alchemist Discovery: Sticky Poison
Alchemist Discovery: Poison Conversion
Alchemist Discovery: Concentrate Poison
[/sblock]
TRAITS (2)
Alchemical Adept, Elaborate Trapper
[sblock=Trait Descriptions]
Alchemical Adept
Benefit: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
Elaborate Trapper (Kobold, Blue-Scaled)
Benefit: When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap's Disable Device DC increases by 2.[/sblock]
FEATS (9)
Bonus Feat (Underground Stalker racial trait): Nimble Moves
Bous Feat (Snare Setter archetype): Learn Ranger Trap (15 uses/day)
Level Feats: Point Blank Shot, Precise Shot, Focused Shot, Far Shot, Sniper Shot, Rapid Reload (heavy crossbow), Improved Precise Shot, need one more
(Under consideration: Trapper’s Setup, Pinpoint Targeting if I had the BAB for it, Kobold Sniper if it stacks with the Stealth Sniper rogue talent, Throw Anything unless there’s a better way to transport alchemical items ie. attaching them to crossbow bolts, Kobold Ambusher, Underfoot.
Rapid Shot and Clustered Shots seem more optimal for sneak attack but concept-wise I’d rather focus on single-shot accuracy and traps, only I’m not sure what my other options would be in terms of optimizing those two.)
[sblock=Feat Descriptions]
Nimble Moves
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Learn Ranger Trap
Prerequisites: Survival 5 ranks.
Benefit: Select one ranger trap. You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character’s level + your Wisdom bonus, and it lasts 1 day per two character levels.
If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
Special: A ranger may use ranger traps a number of times per day equal to 1/2 his ranger level plus his Wisdom bonus.
Point Blank Shot
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Focused Shot
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
Far Shot
Prerequisites: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.
Sniper Shot
Prerequisites: Int 13, Wis 13, Far Shot, Focused Shot, Point-Blank Shot, Precise Shot.
Benefit: As a full-round action, you may make an attack that allows you to deal precision-based extra damage to a distance equal to your weapon’s range increment. You may only make this attack with bows and crossbows. Precision-based damage includes sneak attacks, a ranger's favored weapon bonus, and the damage bonus from the Focused Shot feat. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Rapid Reload
Prerequisite: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
Improved Critical
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Precise Shot
Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Normal: See the normal rules on the effects of cover and concealment in Combat.
Under consideration:
Trapper’s Setup
Prerequisite: Craft (traps) 5 ranks.
Benefit: When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.
Pinpoint Targeting
Prerequisites: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
Deadly Aim
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Kobold Sniper
Prerequisites: Stealth 1 rank, kobold.
Benefit: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
Normal: You take a –20 penalty on your Stealth check to maintain your obscured location while sniping.
Throw Anything
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Kobold Ambusher
Prerequisites: Stealth 4 ranks, kobold.
Benefit: You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 penalty on the check to do so.
Normal: When moving greater than half speed up to your full speed, you take a –5 penalty on Stealth checks. When you are able to run or charge while using Stealth, you take a –20 penalty on the Stealth check
Underfoot
Prerequisites: Dodge, Mobility, Small size or smaller.
Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent’s threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6).
Rapid Shot
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Clustered Shots
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6.
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Special: If the massive damage optional rule is being used, that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).
[/sblock]
SKILLS (252 ranks, under heavy review) [8 base x18 (144), +6 Int x18 (108)]
Class Skills:
1 Acrobatics (Dex) +10 [3 class, 1 ranks, +6 Dex]
18 Appraise (Int) +27 [3 class, 18 ranks, +6 Int]
12 Bluff (Cha) +14 [3 class, 12 ranks, -1 Cha]
12 Climb (Str) +19 [3 class, 12 ranks, -2 Str]
18 Craft (alchemy) (Int) +38 [3 class, 18 ranks, +6 Int, +2 racial, +9 half level]
18 Craft (trapmaking) (Int) +36 [3 class, 18 ranks, +6 Int, +9 half level]
8 Craft (weapons) (Int) Craft (alchemy) (Int) +17 [3 class, 8 ranks, +6 Int]
0 Diplomacy (Cha) -1 [-1 Cha]
18 Disable Device (Dex) +28 [3 class, 18 ranks, +6 Dex, +1 racial]
0 Disguise (Cha) -1 [-1 Cha]
12 Escape Artist (Dex) +21 [3 class, 12 ranks, +6 Dex]
Intimidate (Cha) -1 [-1 Cha]
18 Knowledge (dungeoneering) (Int) +27 [3 class, 18 ranks, +6 Int]
1 Knowledge (local) (Int) +10 [3 class, 1 rank, +6 Int]
6 Linguistics (Int) +21 (3 class, 6 ranks, +6 Int)
18 Perception (Wis) +26 [3 class, 18 ranks, +3 Wis, +2 racial]
0 Perform (Cha) -1 [-1 Cha]
1 Profession (miner) (Wis) +7 [3 class, 1 ranks, +3 Wis]
18 Sense Motive (Wis) +24 [3 class, 18 ranks, +3 Wis]
12 Sleight of Hand (Dex) +21 [3 class, 12 ranks, +6 Dex]
18 Stealth (Dex) +29 [3 class, 18 ranks, +6 Dex, +2 racial]
1 Swim (Str) +2 [3 class, 1 ranks, -2 Str]
18 Use Magic Device (Cha) +21 [3 class, 18 ranks, -1 Cha]
Cross-class Skills:
1 Heal (Wis) +4 [1 ranks, +3 Wis]
10 Jump (Str) +8 [10 ranks, -2 Str]
6 Knowledge (arcana) (Int) +12 [6 ranks, +6 Int]
18 Knowledge (engineering) (Int) +25 [18 ranks, +6 Int, +1 racial]
2 Knowledge (planes) (Int) +8 [2 ranks, +6 Int]
6 Spellcraft (Int) +12 [6 ranks, +6 Int]
1 Survival (Wis) +4 [1 ranks, +3 Wis]
CARRYING CAPACITY
Light: 23#
Medium: 46#
Heavy: 70#
EQUIPMENT
Sniper Goggles, Greater (50,000gp, 1#, worn)
Gloves, Trapspringer’s (4,000gp, 1#, worn)
Slippers of Spider Climbing (4,800gp, 0.5#, worn)
Amulet of Natural Armor +5 (50,000gp, -#, worn)
Ring of Protection +5 (50,000gp, -#, worn)
Explorer's Outfit (0gp, 1#, worn)
Leather Armor +5 (25,000gp, 15#, worn)
Backpack (2gp, 2#, back)
Total ( )
FINANCES: ?[/sblock]
And here's another race I built, for a simpler, more dashing, charismatic melee rogue. Maybe I'll combine these two concepts somehow.
[sblock=Race]RACE: Ethereal Visitant
Type: Aberration (3 RP) Darkvision 60 ft
Size: Medium (0 RP)
Base Speed: Normal Speed 30' (0 RP)
Ability Score Modifiers (Weakness, -1 RP) +2 Dex, +2 Cha, -4 Wis
Languages: Linguist (1 RP) Deep Speech, Common (with high Int may choose any language)
Ability Score Racial Traits:
None
Defense Racial Traits:
None
Feat and Skill Racial Traits:
Integrated (1 RP)
Magical Racial Traits:
Change Shape, Greater (6 RP)
Movement Racial Traits:
Climb (2 RP)
Offense Racial Traits:
Slapping Tail (3 RP)
Tripping Tail (3 RP)
Senses Racial Traits:
None
Weakness Racial Traits:
Light Blindness (-2 RP)
Vulnerable to Sunlight (-2 RP)
Other Racial Traits:
Prehensile Tail (2 RP)[/sblock]
[sblock=Racial Trait Descriptions]
‘Ethereal Visitant’
Aberration (3 RP)
Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three.
An aberration has the following features:
Aberrations have the darkvision 60 feet racial trait.
Aberrations breathe, eat, and sleep.
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP)
The race has a base speed of 30 feet.
Weakness (–1 RP)
Modifiers: Members of this race gain a +2 bonus to one physical ability score (Dexterity), a +2 bonus to one mental ability score (Charisma), and a –4 penalty to any other ability score (Constitution).
Linguist (1 RP)
Members of this race start with Common plus their racial language (Deep Speech, or Aklo). Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Integrated (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Change Shape, Greater (6 RP)
Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.
Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
Climb (2 RP)
Prerequisites: None.
Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Slapping Tail (3 RP)
Prerequisites: None.
Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach.
Tripping Tail (3 RP)
Prerequisites: Slapping tail trait.
Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.
Light Blindness (–2 RP)
Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Vulnerable to Sunlight (–2 RP)
Prerequisites: Native to the underground or the Plane of Shadow.
Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight.
Prehensile Tail (2 RP)
Prerequisites: None.
Benefit: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.[/sblock]
This is a total WIP, by the way. I might switch out the race, adjust the skill spread and ability scores, I need to think more about my feats, and I haven't spent all of my starting gold-- just so many choices-- but at least this gives you some idea of my progress.
[sblock=Custom Race]RACE: Advanced Kobold
Type: Humanoid (reptilian) (0 RP)
Size: Small (0 RP)
Base Speed: 30' (0 RP)
Ability Score Modifiers (Advanced, 4 RP) +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Str
Languages: Xenophobic (0 RP) Draconic, with high Int Common, Dwarven, Gnome, Undercommon
Ability Score Racial Traits:
None
Defense Racial Traits:
None
Feat and Skill Racial Traits:
Master Tinker (2 RP)
Underground Sneak (5 RP)
Magical Racial Traits:
None
Movement Racial Traits:
Underground Stalker (4 RP)
Offense Racial Traits:
Poison Use (1 RP)
Senses Racial Traits:
Darkvision 60 ft (2 RP)
Weakness Racial Traits:
Light Blindness (–2 RP)
Other Racial Traits:
None[/sblock]
[sblock=Character Information]INFORMATION
Name: Kruppuk ‘Krupps’ Kneecapper
Player: @Unsung
Race: Kobold
Class: Rogue (Archetypes- Snare Setter, Master Trapsmith, Underground Chemist)
Level: 18
Alignment: Lawful Evil
Languages: Draconic, Common, Dwarven, Gnome, Undercommon, Infernal
Deity: Kurtulmak
Size: Small
Gender: Male
Age: 23
Height: 2' 8"
Weight: 20#
Hair Color: None
Eye Color: Dark green
Skin Color: Gray scales
ABILITIES (28 point buy)
Str: 7 -2 [-1 points, -2 racial)
Dex: 22 +6 [13 points, +4 racial, +1 level dependent]
Con: 12 +1 [2 points]
Int: 22 +6 [13 points, +2 racial, +3 level dependent]
Wis: 16 +3 [5 points, +2 racial]
Cha: 9 -1 [-4 points, +2 racial]
COMBAT
HP: 112 [d8, +1 Con x18 (+18), level 1: 8, levels 2-10: 6 x9 (+54), levels 11-18: 4 x8 (+32)]
AC: 37 [10 base, +6 Dex, +2 armor/+5 enhancement, +0 natural/+5 enhancement, +5 deflection, +1 size, +3 favored class]
AC Touch: 25 [10 base, +6 Dex, +5 deflection, +1 size, +3 favored class]
Flatfooted: 31 [10 base, +2 armor/+5 enhancement, +0 natural/+5 enhancement, +5 deflection, +1 size, +3 favored class]
Init: +6 [+6 Dex]
Fortitude: +7 [+6 base, +1 Con]
Reflex: +17 [+11 base, +6 Dex]
Will: +8 [+6 base, +2 Wis]
Speed: 30'
BAB: +13, +8, +3
CMB: +10 [Base attack bonus + Str modifier + size modifier]
CMD: 26 [10 + base attack bonus + Str modifier + Dex modifier + size modifier]
WEAPON
Heavy crossbow (S): Attack: +25 [13 BAB, +6 Dex, +5 enhancement, +1 size], Damage: 1d8+11 [+Dex, +5 enhancement], Crit: 17-20 (Improved Critical feat, Normal: 19-20), Type: P
ARMOR
Leather Armor +5: AC: +2, MDB: +6, ACP: 0, Enhancement +5 armor
RACE: Advanced Kobold (16 RP)
Type: Humanoid (reptilian) (0 RP)
Size: Small (0 RP)
Base Speed: Normal Speed 30' (0 RP)
Ability Score Modifiers (Advanced, 4 RP) +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Str
Languages: Xenophobic (0 RP) Draconic, with high Int- Common, Dwarven, Undercommon, Gnome
Master Tinker (2 RP)
Underground Sneak (5 RP)
Underground Stalker (4 RP)
Poison Use (1 RP)
Darkvision 60ft (2 RP)
Light Blindness (–2 RP)
[sblock=Racial Trait Descriptions]
Advanced Kobold (16 RP)
Humanoid (0 RP)
Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid,reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites.
A humanoid race has the following features:
Humanoids breathe, eat, and sleep.
Small (0 RP)
Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP)
The race has a base speed of 30 feet.
Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
Xenophobic (0 RP)
Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the underground regions). Members of this race with high Intelligence scores can choose from any of these additional languages.
Master Tinker (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
Underground Sneak (5 RP)
Prerequisites: Race is native to the underground.
Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.
Underground Stalker (4 RP)
Prerequisites: Native to the underground.
Benefit: Members of this race can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.
Poison Use (1 RP)
Prerequisites: None.
Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Light Blindness (–2 RP)
Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.[/sblock]
Favored class: Rogue (add ½ trap sense bonus to AC)
CLASS: Rogue 18 (Archetypes- Snare Setter (*), Trapsmith (**), Underground Chemist(***))
Armor/Weapons: All simple, hand crossbow, rapier, sap, shortbow, short sword / light armor
Trapper* (replaces Sneak Attack at level 1)
Chemical Weapons*** (replaces Evasion)
Trapsmithing* (replaces Trapfinding)
Deadly Traps* 4d6 (replaces Sneak Attack at levels 3, 7, 11, 15)
Trap Sense +6 (at levels 3, 6, 9, 12, 15, 18)
Precise Splash Weapons*** (replaces level 4 rogue talent)
Careful Disarm** (replaces Uncanny Dodge)
Sneak Attack* 4d6 (at levels 5, 9, 13, 17)
Trap Master** (replaces Improved Uncanny Dodge)
Discovery*** (can take specified alchemist discoveries in place of advanced rogue talents)
Rogue Talents
- level 2- Cunning Trigger
- level 4 (replaced by Precise Splash Weapons***)
- level 6- Quick Trapsmith
- level 8- Quick Disable
Advanced Rogue Talents
- level 10- Skill Mastery (take 10 on 3 + Int mod skills while under stress)
- level 12- Stealthy Sniper (-10 to Stealth while sniping instead of -20)
- level 14- Sticky Poison (alchemist discovery)
- level 16- Poison Conversion (alchemist discovery)
- level 18- Concentrate Poison (alchemist discovery)
[sblock=Class Feature Descriptions]
Trapper* (replaces Sneak Attack at level 1) 15/uses per day [9 snare setter + 5 Int]
Chemical Weapons*** (replaces Evasion)
Trapsmithing* (replaces Trapfinding)
Deadly Traps* 4d6 (replaces Sneak Attack at levels 3, 7, 11, 15)
Trap Sense +6 (at levels 3, 6, 9, 12, 15, 18)
Precise Splash Weapons*** (replaces level 4 rogue talent)
Careful Disarm** (replaces Uncanny Dodge)
Sneak Attack* 4d6 (at levels 5, 9, 13, 17)
Trap Master** (replaces Improved Uncanny Dodge)
Discovery*** (can take specified alchemist discoveries in place of advanced rogue talents)[/sblock]
[sblock=Archetype Descriptions]
Archetype: Snare Setter (Kobold rogue archetype)
Trapper (Ex)
At 1st level, a snare setter gains Learn Ranger Trap as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he's considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap.
This ability replaces sneak attack (but see below).
Trapsmithing (Ex)
A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps.
This ability replaces trapfinding.
Deadly Traps (Ex)
At 3rd level, the snare setter's traps deal an additional 1d6 points of damage on the first round they're activated. This damage is of the same type the trap normally deals. Traps that don't deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th).
Sneak Attack (Su)
At 5th level, the snare setter gains sneak attack +1d6. This functions as the rogue ability of the same name, but the damage increases by 1d6 every 4 levels after 5th (9th, 13th, and 17th).
Master Snare Setter (Ex)
At 20th level, the snare setter can attach one of a rogue's master strike effects to a trap he creates. When the trap is triggered, the subject makes an additional Fortitude save at the same DC as the trap to avoid this effect. A snare setter can have only one trap affected by this ability active at any time. He may remove this ability from a trap at any range as a free action.
This ability replaces master strike.
Rogue Talents: The following rogue talents complement the snare setter archetype: camouflage, cunning trigger, fast stealth, sniper's eye.
Archetype: Master Trapsmith
Careful Disarm (Ex)
At 4th level, whenever a trapsmith attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
This ability replaces uncanny dodge.
Trap Master (Ex)
At 8th level, whenever a trapsmith disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she desires.
This ability replaces improved uncanny dodge.
Rogue Talents: The following rogue talents complement the trapsmith archetype: befuddling strike, cunning trigger, quick disable, and quick trapsmith.
Advanced Talents: The following advanced rogue talents complement the trapsmith archetype: another day, frugal trapsmith, and skill mastery.
Archetype: Underground Chemist
Chemical Weapons (Ex)
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
This ability replaces evasion.
Precise Splash Weapons (Ex)
At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.
This ability replaces the rogue talent gained at 4th level.
Discovery (Su)
At 10th level, an underground chemist can select one of the following alchemist discoveries in place of a rogue talent: concentrate poison, dilution, enhance potion, extend potion, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, or sticky poison. She uses her rogue level as her alchemist level for determining the effects of her discoveries and whether she is able to select one.
This ability alters advanced talents.
Rogue Talents: The following rogue talents complement the underground chemist archetype: black market connections, fast fingers, lasting poison, sniper's eye, and swift poison.
Advanced Talents: The following advanced rogue talents complement the underground chemist archetype: deadly cocktail and thoughtful reexamining.[/sblock]
[sblock=Rogue Talent Descriptions]
Rogue Talents
Quick Disable
Benefit: It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Quick Trapsmith
Benefit: As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand.
Special: The type of trap that can be constructed in this way is subject to GM discretion.
Cunning Trigger
Benefit: A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed.
Advanced Rogue Talents
Skill Mastery
Benefit: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.
Special: A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Stealthy Sniper
Benefit: When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.
Alchemist Discovery: Sticky Poison
Alchemist Discovery: Poison Conversion
Alchemist Discovery: Concentrate Poison
[/sblock]
TRAITS (2)
Alchemical Adept, Elaborate Trapper
[sblock=Trait Descriptions]
Alchemical Adept
Benefit: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
Elaborate Trapper (Kobold, Blue-Scaled)
Benefit: When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap's Disable Device DC increases by 2.[/sblock]
FEATS (9)
Bonus Feat (Underground Stalker racial trait): Nimble Moves
Bous Feat (Snare Setter archetype): Learn Ranger Trap (15 uses/day)
Level Feats: Point Blank Shot, Precise Shot, Focused Shot, Far Shot, Sniper Shot, Rapid Reload (heavy crossbow), Improved Precise Shot, need one more
(Under consideration: Trapper’s Setup, Pinpoint Targeting if I had the BAB for it, Kobold Sniper if it stacks with the Stealth Sniper rogue talent, Throw Anything unless there’s a better way to transport alchemical items ie. attaching them to crossbow bolts, Kobold Ambusher, Underfoot.
Rapid Shot and Clustered Shots seem more optimal for sneak attack but concept-wise I’d rather focus on single-shot accuracy and traps, only I’m not sure what my other options would be in terms of optimizing those two.)
[sblock=Feat Descriptions]
Nimble Moves
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Learn Ranger Trap
Prerequisites: Survival 5 ranks.
Benefit: Select one ranger trap. You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character’s level + your Wisdom bonus, and it lasts 1 day per two character levels.
If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
Special: A ranger may use ranger traps a number of times per day equal to 1/2 his ranger level plus his Wisdom bonus.
Point Blank Shot
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Focused Shot
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
Far Shot
Prerequisites: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.
Sniper Shot
Prerequisites: Int 13, Wis 13, Far Shot, Focused Shot, Point-Blank Shot, Precise Shot.
Benefit: As a full-round action, you may make an attack that allows you to deal precision-based extra damage to a distance equal to your weapon’s range increment. You may only make this attack with bows and crossbows. Precision-based damage includes sneak attacks, a ranger's favored weapon bonus, and the damage bonus from the Focused Shot feat. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Rapid Reload
Prerequisite: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
Improved Critical
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Precise Shot
Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Normal: See the normal rules on the effects of cover and concealment in Combat.
Under consideration:
Trapper’s Setup
Prerequisite: Craft (traps) 5 ranks.
Benefit: When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.
Pinpoint Targeting
Prerequisites: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
Deadly Aim
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Kobold Sniper
Prerequisites: Stealth 1 rank, kobold.
Benefit: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
Normal: You take a –20 penalty on your Stealth check to maintain your obscured location while sniping.
Throw Anything
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Kobold Ambusher
Prerequisites: Stealth 4 ranks, kobold.
Benefit: You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 penalty on the check to do so.
Normal: When moving greater than half speed up to your full speed, you take a –5 penalty on Stealth checks. When you are able to run or charge while using Stealth, you take a –20 penalty on the Stealth check
Underfoot
Prerequisites: Dodge, Mobility, Small size or smaller.
Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent’s threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6).
Rapid Shot
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Clustered Shots
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6.
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Special: If the massive damage optional rule is being used, that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).
[/sblock]
SKILLS (252 ranks, under heavy review) [8 base x18 (144), +6 Int x18 (108)]
Class Skills:
1 Acrobatics (Dex) +10 [3 class, 1 ranks, +6 Dex]
18 Appraise (Int) +27 [3 class, 18 ranks, +6 Int]
12 Bluff (Cha) +14 [3 class, 12 ranks, -1 Cha]
12 Climb (Str) +19 [3 class, 12 ranks, -2 Str]
18 Craft (alchemy) (Int) +38 [3 class, 18 ranks, +6 Int, +2 racial, +9 half level]
18 Craft (trapmaking) (Int) +36 [3 class, 18 ranks, +6 Int, +9 half level]
8 Craft (weapons) (Int) Craft (alchemy) (Int) +17 [3 class, 8 ranks, +6 Int]
0 Diplomacy (Cha) -1 [-1 Cha]
18 Disable Device (Dex) +28 [3 class, 18 ranks, +6 Dex, +1 racial]
0 Disguise (Cha) -1 [-1 Cha]
12 Escape Artist (Dex) +21 [3 class, 12 ranks, +6 Dex]
Intimidate (Cha) -1 [-1 Cha]
18 Knowledge (dungeoneering) (Int) +27 [3 class, 18 ranks, +6 Int]
1 Knowledge (local) (Int) +10 [3 class, 1 rank, +6 Int]
6 Linguistics (Int) +21 (3 class, 6 ranks, +6 Int)
18 Perception (Wis) +26 [3 class, 18 ranks, +3 Wis, +2 racial]
0 Perform (Cha) -1 [-1 Cha]
1 Profession (miner) (Wis) +7 [3 class, 1 ranks, +3 Wis]
18 Sense Motive (Wis) +24 [3 class, 18 ranks, +3 Wis]
12 Sleight of Hand (Dex) +21 [3 class, 12 ranks, +6 Dex]
18 Stealth (Dex) +29 [3 class, 18 ranks, +6 Dex, +2 racial]
1 Swim (Str) +2 [3 class, 1 ranks, -2 Str]
18 Use Magic Device (Cha) +21 [3 class, 18 ranks, -1 Cha]
Cross-class Skills:
1 Heal (Wis) +4 [1 ranks, +3 Wis]
10 Jump (Str) +8 [10 ranks, -2 Str]
6 Knowledge (arcana) (Int) +12 [6 ranks, +6 Int]
18 Knowledge (engineering) (Int) +25 [18 ranks, +6 Int, +1 racial]
2 Knowledge (planes) (Int) +8 [2 ranks, +6 Int]
6 Spellcraft (Int) +12 [6 ranks, +6 Int]
1 Survival (Wis) +4 [1 ranks, +3 Wis]
CARRYING CAPACITY
Light: 23#
Medium: 46#
Heavy: 70#
EQUIPMENT
Sniper Goggles, Greater (50,000gp, 1#, worn)
Gloves, Trapspringer’s (4,000gp, 1#, worn)
Slippers of Spider Climbing (4,800gp, 0.5#, worn)
Amulet of Natural Armor +5 (50,000gp, -#, worn)
Ring of Protection +5 (50,000gp, -#, worn)
Explorer's Outfit (0gp, 1#, worn)
Leather Armor +5 (25,000gp, 15#, worn)
Backpack (2gp, 2#, back)
Total ( )
FINANCES: ?[/sblock]
And here's another race I built, for a simpler, more dashing, charismatic melee rogue. Maybe I'll combine these two concepts somehow.
[sblock=Race]RACE: Ethereal Visitant
Type: Aberration (3 RP) Darkvision 60 ft
Size: Medium (0 RP)
Base Speed: Normal Speed 30' (0 RP)
Ability Score Modifiers (Weakness, -1 RP) +2 Dex, +2 Cha, -4 Wis
Languages: Linguist (1 RP) Deep Speech, Common (with high Int may choose any language)
Ability Score Racial Traits:
None
Defense Racial Traits:
None
Feat and Skill Racial Traits:
Integrated (1 RP)
Magical Racial Traits:
Change Shape, Greater (6 RP)
Movement Racial Traits:
Climb (2 RP)
Offense Racial Traits:
Slapping Tail (3 RP)
Tripping Tail (3 RP)
Senses Racial Traits:
None
Weakness Racial Traits:
Light Blindness (-2 RP)
Vulnerable to Sunlight (-2 RP)
Other Racial Traits:
Prehensile Tail (2 RP)[/sblock]
[sblock=Racial Trait Descriptions]
‘Ethereal Visitant’
Aberration (3 RP)
Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three.
An aberration has the following features:
Aberrations have the darkvision 60 feet racial trait.
Aberrations breathe, eat, and sleep.
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP)
The race has a base speed of 30 feet.
Weakness (–1 RP)
Modifiers: Members of this race gain a +2 bonus to one physical ability score (Dexterity), a +2 bonus to one mental ability score (Charisma), and a –4 penalty to any other ability score (Constitution).
Linguist (1 RP)
Members of this race start with Common plus their racial language (Deep Speech, or Aklo). Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Integrated (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Change Shape, Greater (6 RP)
Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.
Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
Climb (2 RP)
Prerequisites: None.
Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Slapping Tail (3 RP)
Prerequisites: None.
Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach.
Tripping Tail (3 RP)
Prerequisites: Slapping tail trait.
Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.
Light Blindness (–2 RP)
Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Vulnerable to Sunlight (–2 RP)
Prerequisites: Native to the underground or the Plane of Shadow.
Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight.
Prehensile Tail (2 RP)
Prerequisites: None.
Benefit: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.[/sblock]
Last edited: