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<blockquote data-quote="Fenris" data-source="post: 2818640" data-attributes="member: 2820"><p>Ghur Zukul</p><p></p><p>Male Swamp Dwarf</p><p>Wilderness Rogue 3 (UA) (With Feat Variant)</p><p>XP: 0</p><p>Neutral Good</p><p></p><p>Str 15 (+2) </p><p>Dex 17 (+3)</p><p>Con 12 (+1)</p><p>Int 14 (+2) </p><p>Wis 13 (+1)</p><p>Cha 6 (-2) </p><p></p><p>Size: Medium (4'6", 135 lbs)</p><p>HP: 17</p><p>BAB: +2</p><p>Init: +3</p><p>Move: 20'</p><p></p><p>AC: 17 (10 +4 armor + 3 dex ) </p><p>Saves:</p><p>Fortitude: +2</p><p>Reflex: +6</p><p>Will: +2</p><p></p><p>Attacks:</p><p>Composite Shortbow +6 1d6/x3</p><p> Rapid shot: +4/+4 1d6/x3</p><p>Short Sword +5 1d6+2/19-20 x2</p><p></p><p>Feats:</p><p>Tracking (1st level)</p><p>Point Blank Shot (Class Bonus)</p><p>Rapid Shot (Class Bonus)</p><p>Weapon Focus:Short Bow (3rd Level)</p><p></p><p>Skills (bonus/ranks):</p><p></p><p>Craft (Trapmaking) (+4/2)</p><p>Disable Device (+10/6 +2 MW tools)</p><p>Hide (+9/6)</p><p>Knowledge (Dungeonnering (+3/1 cc)</p><p>Knowledge (Geography) (+4/2)</p><p>Knowledge (Nature) (+7/5)</p><p>Listen (+7/6)</p><p>Move Silently (+9/6)</p><p>Profession (Sailor) (+5/1 + Racial Bonus)</p><p>Open Locks (+11/6 +2 MW Tools)</p><p>Search (+8/6)</p><p>Spot (+7/6)</p><p>Survival (+7/6 +9 aboveground synergy)</p><p>Swim (+5/1 + Racial Bonus)</p><p></p><p></p><p>Languages Known:</p><p>Common</p><p>Dwarven</p><p></p><p>Class Features:</p><p>Trapfinding </p><p>Trap Sense +1</p><p>Evasion</p><p>Simple Weapon Proficiency</p><p>Rogue Weapon Proficiency</p><p>Light Armor Proficiency</p><p></p><p>Racial Features:</p><p>· +2 Con, -2 Cha. Living in the swamps has maintained the famous hardiness of the old hill dwarf clans but has done little to improve their surly demeanor. </p><p>· Medium-size, 20 ft. base speed. </p><p>· Darkvision 60 ft. </p><p>· Swampcunning: +2 racial bonus to any checks to notice quicksand, bogsinks, sudden changes in depth of water, and other environmental hazards in swamps and marshes. Coming within 10 ft. of anything unusual within this environment is enough to grant the dwarf a Search check. He may also use the Search skill to find traps, natural hazards or man-made snares, as a rogue. </p><p>· +2 racial bonus on saving throws against poisons and diseases. Living in the swamp for so long has inured the dwarf to many of the contagions carried by the various types of vermin that call the terrain home. Also, their ancestral resistance to poison has remained intact. </p><p>· +1 racial bonus to attack rolls against lizardfolk and gnolls. With the move out of the north, it became necessary for the swamp dwarves to readapt their training to new foes. </p><p>· +2 racial bonus to Craft checks related to building boats and rafts for use in the swamp. This bonus also applies to any Profession (Sailor) checks the dwarf may need to make. Swamp dwarves are intimately familiar with operating small crafts to navigate some of the less hospitable areas of the Great Western Swamp. </p><p>· +2 racial bonus to Swim checks. Years of life in a swamp have tended to nullify the ancient dwarven apprehensions about water and swimming. </p><p>· Automatic Languages: Dwarven, Common. Bonus languages: Gnoll, Goblin, Terran, Elf, Draconic (Lizardfolk dialects specifically). </p><p></p><p>Equipment:</p><p>Mithral chain shirt</p><p>Leather Armor {10 gp}</p><p>Comp Shortbow {75 gp} </p><p>Quiver with 20 arrows {2 gp}</p><p>Quiver with 20 MW black feathered arrows</p><p>MW blue ice short sword (half weight)</p><p>Short Sword {10 gp}</p><p>MW Thieves Tools</p><p>Explorer's outfit {10gp}</p><p>Woolen cloak {1gp}</p><p>Backpack {2gp}</p><p>2 potions of Cat's Grace</p></blockquote><p></p>
[QUOTE="Fenris, post: 2818640, member: 2820"] Ghur Zukul Male Swamp Dwarf Wilderness Rogue 3 (UA) (With Feat Variant) XP: 0 Neutral Good Str 15 (+2) Dex 17 (+3) Con 12 (+1) Int 14 (+2) Wis 13 (+1) Cha 6 (-2) Size: Medium (4'6", 135 lbs) HP: 17 BAB: +2 Init: +3 Move: 20' AC: 17 (10 +4 armor + 3 dex ) Saves: Fortitude: +2 Reflex: +6 Will: +2 Attacks: Composite Shortbow +6 1d6/x3 Rapid shot: +4/+4 1d6/x3 Short Sword +5 1d6+2/19-20 x2 Feats: Tracking (1st level) Point Blank Shot (Class Bonus) Rapid Shot (Class Bonus) Weapon Focus:Short Bow (3rd Level) Skills (bonus/ranks): Craft (Trapmaking) (+4/2) Disable Device (+10/6 +2 MW tools) Hide (+9/6) Knowledge (Dungeonnering (+3/1 cc) Knowledge (Geography) (+4/2) Knowledge (Nature) (+7/5) Listen (+7/6) Move Silently (+9/6) Profession (Sailor) (+5/1 + Racial Bonus) Open Locks (+11/6 +2 MW Tools) Search (+8/6) Spot (+7/6) Survival (+7/6 +9 aboveground synergy) Swim (+5/1 + Racial Bonus) Languages Known: Common Dwarven Class Features: Trapfinding Trap Sense +1 Evasion Simple Weapon Proficiency Rogue Weapon Proficiency Light Armor Proficiency Racial Features: · +2 Con, -2 Cha. Living in the swamps has maintained the famous hardiness of the old hill dwarf clans but has done little to improve their surly demeanor. · Medium-size, 20 ft. base speed. · Darkvision 60 ft. · Swampcunning: +2 racial bonus to any checks to notice quicksand, bogsinks, sudden changes in depth of water, and other environmental hazards in swamps and marshes. Coming within 10 ft. of anything unusual within this environment is enough to grant the dwarf a Search check. He may also use the Search skill to find traps, natural hazards or man-made snares, as a rogue. · +2 racial bonus on saving throws against poisons and diseases. Living in the swamp for so long has inured the dwarf to many of the contagions carried by the various types of vermin that call the terrain home. Also, their ancestral resistance to poison has remained intact. · +1 racial bonus to attack rolls against lizardfolk and gnolls. With the move out of the north, it became necessary for the swamp dwarves to readapt their training to new foes. · +2 racial bonus to Craft checks related to building boats and rafts for use in the swamp. This bonus also applies to any Profession (Sailor) checks the dwarf may need to make. Swamp dwarves are intimately familiar with operating small crafts to navigate some of the less hospitable areas of the Great Western Swamp. · +2 racial bonus to Swim checks. Years of life in a swamp have tended to nullify the ancient dwarven apprehensions about water and swimming. · Automatic Languages: Dwarven, Common. Bonus languages: Gnoll, Goblin, Terran, Elf, Draconic (Lizardfolk dialects specifically). Equipment: Mithral chain shirt Leather Armor {10 gp} Comp Shortbow {75 gp} Quiver with 20 arrows {2 gp} Quiver with 20 MW black feathered arrows MW blue ice short sword (half weight) Short Sword {10 gp} MW Thieves Tools Explorer's outfit {10gp} Woolen cloak {1gp} Backpack {2gp} 2 potions of Cat's Grace [/QUOTE]
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