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RG: Forge of Fury - Pathfinder System
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<blockquote data-quote="Bihlbo" data-source="post: 5360984" data-attributes="member: 9961"><p>[sblock=Backle Hinderpick]</p><p>[sblock=Game Info]</p><p>Race: Dwarf</p><p>Class: Rogue</p><p>Level: 5</p><p>Experience: 10,296xp </p><p>Alignment: LG</p><p>Languages: Common, Dragon, Dwarven, Elven, Halfling, Gnomish, Goblin, Orcish, Undercommon</p><p>Deity: Sarenrae</p><p>[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 14 +2</p><p>DEX: 14 +2</p><p>CON: 14 +2</p><p>INT: 14 +2</p><p>WIS: 16 +3</p><p>CHA: 12 +1</p><p>[/sblock]</p><p>[sblock=Combat]</p><p>HP: 50 = [5d8 + 10]</p><p>AC: 17 = 10 + 5 (armor) + 2 (Dex)</p><p>AC Touch: 12 = 10 + 2 (Dex)</p><p>AC Flatfooted: 15 = 10 + 5 (armor)</p><p>INIT: +2 = +2 (DEX)</p><p>BAB: +3 = +3 (class)</p><p>CMB: +5 = +2 (STR) +3 (BAB)</p><p>CMD: +17 = 10 + 2 (Str) + 2 (Dex) + 3 (BAB)</p><p>Fort: 3 = +1 (base) + 2 (Con)</p><p>Reflex: 6 = +4 (base) + 2 (Dex)</p><p>Will: 4 = +1 (base) + 3 (Wis)</p><p>Speed: 20'</p><p>[/sblock]</p><p>[sblock=Weapon Stats]</p><p>+1 battleaxe (two-handed): +6 = +3 (BAB) + 2 (Str) + 1 (enhancement) / 1d8+4, crit x3</p><p>masterwork sling: +6 = +3 (BAB) + 2 (Dex) + 1 (enhancement) / 1d4+2, crit x2, range 50 ft.</p><p>sap: +5 = +3 (BAB) + 2 (Str) / 1d6+2, crit x2 (nonlethal)</p><p><strong>Sneak Attack</strong> +3d6</p><p>[/sblock]</p><p>[sblock=Racial and Background Traits]</p><p><strong><em>Racial Traits</em></strong></p><p><strong>Medium</strong>: Dwarves are Medium creatures and have no bonuses or penalties due to their size.</p><p><strong>Slow and Steady</strong>: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.</p><p><strong>Darkvision</strong>: Dwarves can see in the dark up to 60 feet.</p><p><strong>Defensive Training</strong>: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p><strong>Greed</strong>: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.</p><p><strong>Hatred</strong>: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.</p><p><strong>Hardy</strong>: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p><strong>Stability</strong>: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.</p><p><strong>Stonecunning</strong>: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.</p><p><strong>Weapon Familiarity</strong>: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.</p><p><strong>Languages</strong>: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</p><p></p><p><strong><em>Background Traits</em></strong></p><p><strong>Threatening Defender</strong>: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.</p><p><strong>Birthmark</strong>: You gain a +2 train bonus on all saving throws against charm and compulsion effects.</p><p>[/sblock]</p><p>[sblock=Class Features]</p><p><strong>Sneak Attack</strong>: 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 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.</p><p>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.</p><p>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. </p><p>A rogue cannot sneak attack while striking a creature with concealment.</p><p><strong>Trapfinding</strong>: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.</p><p><strong>Evasion (Ex)</strong>: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.</p><p><strong>Trap Sense (Ex)</strong>: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.</p><p><strong>Uncanny Dodge (Ex)</strong>: 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, even 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 against her.</p><p>[/sblock]</p><p>[sblock=Feats]</p><p><strong>Armor Proficiency (Light), Weapon Proficiency (basic), Weapon Proficiency (rogue weapons)</strong> (rogue proficiencies)</p><p><strong>Skill Focus (Disable Device)</strong> - +3 bonus on Disable Device checks (level 1 feat)</p><p><strong>Combat Expertise</strong> - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (level 3 feat)</p><p><strong>Improved Steal</strong> - You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.</p><p>[/sblock]</p><p>[sblock=Skills]</p><p>Skill Points: 55 = [8 class + 2 Int + 1 from favored class] x 5</p><p>Max Ranks: 5 ACP: -0</p><p>[code]</p><p>Skills Total Rank CS Ability ACP Misc</p><p>Acrobatics 2 0 0 2 0 </p><p>Appraise 10 5 3 2 0 </p><p>Bluff 1 0 0 1 0 </p><p>Climb 2 0 0 2 0 </p><p>Craft (devices & traps)12 5 3 2 0 2 </p><p>Diplomacy 1 0 0 1 0 </p><p>Disable Device 15 5 3 2 0 5</p><p>Disguise 1 0 0 1 0 </p><p>Escape Artist 10 5 3 2 0 </p><p>Fly 2 0 0 2 0 </p><p>Handle Animal 0 0 1 0 </p><p>Heal 3 0 0 3 0 </p><p>Intimidate 1 0 0 1 0 </p><p>Knowledge (Arcana) 0 0 2 0 </p><p>Knowledge (Dngnrng) 10 5 3 2 0 </p><p>Knowledge (Engnrng) 0 0 2 0 </p><p>Knowledge (Geography) 0 0 2 0 </p><p>Knowledge (History) 0 0 2 0 </p><p>Knowledge (Local) 0 0 2 0 </p><p>Knowledge (Nature) 0 0 2 0 </p><p>Knowledge (Nobility) 0 0 2 0 </p><p>Knowledge (Planes) 0 0 2 0 </p><p>Knowledge (Religion) 0 0 2 0 </p><p>Linguistics 10 5 3 2 0 </p><p>Perception 11 5 3 3 0</p><p>Perception (traps) 13 5 3 3 0 2</p><p>Perform () 1 0 0 1 0 </p><p>Profession 0 0 3 0 </p><p>Ride 2 0 0 2 0 </p><p>Sense Motive 11 5 3 3 0 </p><p>Slight of Hand 10 5 3 2 0 </p><p>Spellcraft 0 0 2 0 </p><p>Stealth 10 5 3 2 0 </p><p>Survival 3 0 0 3 0 </p><p>Swim 2 0 0 2 0 </p><p>Use Magic Device 9 5 3 1 0 [/code]</p><p>[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>[b]Item Weight Value in gp[/b]</p><p>+1 adamantine battleaxe 6 5010</p><p>+1 mithral shirt 13 2100</p><p>cold-weather outfit 0 0</p><p>masterwork sling - 300</p><p> sling bullets (40) 20 .4</p><p>backpack 2 2</p><p>chalk - .01</p><p>flint and steel - 1</p><p>belt pouch .5 1</p><p>sack (5) 2.5 .5</p><p>signal whistle - .8</p><p>smokestick (2) 1 40</p><p>tanglefoot bag 4 50</p><p>thunderstone (2) 2 60</p><p>climber's kit 5 80</p><p>merchant's scale 1 2</p><p>thieves' tools, masterwork 2 100</p><p></p><p> handy haversack 5 2000</p><p> (contents follows)</p><p>potion (cure light wounds) - 50</p><p>potion (cure light wounds) - 50</p><p>potion (cure light wounds) - 50</p><p>potion (entropic shield) - 50</p><p>oil (shillelagh) - 50</p><p>potion (shield) - 50</p><p>potion (shield) - 50</p><p>potion (lesser restoration) - 300</p><p>bedroll 5 .1</p><p>caltrops (5) 10 5</p><p>grappling hook 4 1</p><p>ink and pen - 8.1</p><p>paper (sealed bundle) 1 9</p><p>rations (20) 20 10</p><p>sealing wax 1 1</p><p>signet rings (5) - 25</p><p>soap 1 .5</p><p>waterskin (3) 12 3</p><p>trapmaking tools, masterwork 5 55</p><p>[/code]</p><p> </p><p>Treasure: 11gp, 2sp, 8cp Gems: </p><p>Total weight carried: 64 (light)</p><p>Maximum weight possible: 115 light, 174 medium</p><p>[/sblock]</p><p>[sblock=Details]</p><p><strong>Size</strong>: Medium</p><p><strong>Gender</strong>: Male</p><p><strong>Age</strong>: 82</p><p><strong>Height</strong>: 4'2"</p><p><strong>Weight</strong>: 185 lbs.</p><p><strong>Hair Color</strong>: silver and gold</p><p><strong>Eye Color</strong>: blue and silver</p><p><strong>Skin Color</strong>: ruddy and flushed</p><p><strong>Apperance</strong>: An old scar from a fire marrs the side of his face, leaving a bald slice in the side of his long beard. His fingernails have a slightly unnatural silvery tone, as if they had a silver backing under the nail. He wears dark clothing covered in pockets and straps over his armor, and a silver symbol of Sarenrae is sewn into his tunic at the shoulder. In no way does he look like a hero or a good guy - he seems as if he fits in better with the underbelly of societies, and his appearance leads one to believe he'd be ready for anything, and expects the worst.</p><p><strong>Deameanor</strong>: He is prone to outbursts of fury and frustration, and tends to be impatient with others. Much of his downtime is spent trying to find ways to "keep up with his training", but it is clear he is trying to avoid spending too much time alone with his own thoughts. He tempers his eccentricities with mantras and chants honoring Sarenrae, especially her redemption and forgiveness. Despite his menacing demeanor, there is also a quiet and ever-present joy in his eyes. In many situations, especially with those who suffer or who are downtrodden, he exhibits a nervous kindness.</p><p><strong>Background</strong>: Backle Hinderpick (who usually goes by simply "Hinderpick") once lived the life of a highwayman and cutthroat. His entire youth was spent in a gang, roaming the wilderness, robbing and killing for pleasure and for survival. That is, until his band went up against a small entorage of humans and elves who were heading through their territory on the way to the goblin-infested valley beyond. The group decimated Hinderpick's gang and sent most of them fleeing in terror. Hinderpick himself suffered a mortal wound and lay dying at the feet of a human paladin. Looking up at the gleaming titan of hope, Hinderpick reached up and begged, "I don't want to die." The paladin gave a snide look and readied to strike, but then his face lit as if from within. After a moment, he sheathed his sword, reached down, and healed Hinderpick's wounds. "You serve Sarenrae now, young man. You have been given the opportunity to atone for your misdeeds. Serve others always and bring justice and redeption to the world in response to the forgiveness you have received today."</p><p>[/sblock]</p><p>[sblock=Level Ups] </p><p>Character Level 1:</p><p>Class: Rogue (favored) 1st level</p><p>Ref +2</p><p>Starting feat: Skill Focus (Disable Device)</p><p>Sneak attack +1d6, Trapfinding</p><p>HP: 10 (8 + 2 Con)</p><p>Skill Points: 11 (8 class + 2 Int + 1 favored)</p><p> </p><p>Character Level 2:</p><p>Class: Rogue (favored) 2nd level</p><p>Ref +1</p><p>Evasion, Rogue Talent: Fast Stealth</p><p>HP: 10 (8 + 2 Con)</p><p>Skill Points: 11 (8 class + 2 Int + 1 favored)</p><p></p><p>Character Level 3:</p><p>Class: Rogue (favored) 3rd level</p><p>Fort +1, Will +1</p><p>Character feat: Combat Expertise</p><p>Sneak attack +2d6, trap sense +1</p><p>HP: 10 (8 + 2 Con)</p><p>Skill Points: 11 (8 class + 2 Int + 1 favored)</p><p></p><p>Character Level 4:</p><p>Class: Rogue (favored) 4th level</p><p>Ref +1</p><p>Uncanny Dodge, Rogue Talent: Quick Disable</p><p>HP: 10 (8 + 2 Con)</p><p>Skill Points: 11 (8 class + 2 Int + 1 favored)</p><p></p><p>Character Level 5:</p><p>Class: Rogue (favored) 4th level</p><p>Sneak attack +3d6</p><p>Character feat: Improved Steal</p><p>HP: 10 (8 + 2 Con)</p><p>Skill Points: 11 (8 class + 2 Int + 1 favored)</p><p></p><p>[/sblock] </p><p>[/sblock]</p><p></p><p></p><p></p><p><em>"Call me Hinderpick."</em> Clearly a dwarf with a rough past, and likely a rough morning. But all the wrong people fear him. The right people, those who don't mind that he isn't nice, seem to trust him explicitly. </p><p>Clearly that which is clear about Hinderpick deserves second thought.</p></blockquote><p></p>
[QUOTE="Bihlbo, post: 5360984, member: 9961"] [sblock=Backle Hinderpick] [sblock=Game Info] Race: Dwarf Class: Rogue Level: 5 Experience: 10,296xp Alignment: LG Languages: Common, Dragon, Dwarven, Elven, Halfling, Gnomish, Goblin, Orcish, Undercommon Deity: Sarenrae [/sblock] [sblock=Abilities] STR: 14 +2 DEX: 14 +2 CON: 14 +2 INT: 14 +2 WIS: 16 +3 CHA: 12 +1 [/sblock] [sblock=Combat] HP: 50 = [5d8 + 10] AC: 17 = 10 + 5 (armor) + 2 (Dex) AC Touch: 12 = 10 + 2 (Dex) AC Flatfooted: 15 = 10 + 5 (armor) INIT: +2 = +2 (DEX) BAB: +3 = +3 (class) CMB: +5 = +2 (STR) +3 (BAB) CMD: +17 = 10 + 2 (Str) + 2 (Dex) + 3 (BAB) Fort: 3 = +1 (base) + 2 (Con) Reflex: 6 = +4 (base) + 2 (Dex) Will: 4 = +1 (base) + 3 (Wis) Speed: 20' [/sblock] [sblock=Weapon Stats] +1 battleaxe (two-handed): +6 = +3 (BAB) + 2 (Str) + 1 (enhancement) / 1d8+4, crit x3 masterwork sling: +6 = +3 (BAB) + 2 (Dex) + 1 (enhancement) / 1d4+2, crit x2, range 50 ft. sap: +5 = +3 (BAB) + 2 (Str) / 1d6+2, crit x2 (nonlethal) [b]Sneak Attack[/b] +3d6 [/sblock] [sblock=Racial and Background Traits] [b][i]Racial Traits[/i][/b][i][/i] [b]Medium[/b]: Dwarves are Medium creatures and have no bonuses or penalties due to their size. [b]Slow and Steady[/b]: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. [b]Darkvision[/b]: Dwarves can see in the dark up to 60 feet. [b]Defensive Training[/b]: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. [b]Greed[/b]: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. [b]Hatred[/b]: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. [b]Hardy[/b]: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. [b]Stability[/b]: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. [b]Stonecunning[/b]: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. [b]Weapon Familiarity[/b]: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. [b]Languages[/b]: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. [b][i]Background Traits[/i][/b][i][/i] [b]Threatening Defender[/b]: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1. [b]Birthmark[/b]: You gain a +2 train bonus on all saving throws against charm and compulsion effects. [/sblock] [sblock=Class Features] [b]Sneak Attack[/b]: 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 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. [b]Trapfinding[/b]: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. [b]Evasion (Ex)[/b]: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. [b]Trap Sense (Ex)[/b]: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. [b]Uncanny Dodge (Ex)[/b]: 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, even 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 against her. [/sblock] [sblock=Feats] [b]Armor Proficiency (Light), Weapon Proficiency (basic), Weapon Proficiency (rogue weapons)[/b] (rogue proficiencies) [b]Skill Focus (Disable Device)[/b] - +3 bonus on Disable Device checks (level 1 feat) [b]Combat Expertise[/b] - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (level 3 feat) [b]Improved Steal[/b] - You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you. [/sblock] [sblock=Skills] Skill Points: 55 = [8 class + 2 Int + 1 from favored class] x 5 Max Ranks: 5 ACP: -0 [code] Skills Total Rank CS Ability ACP Misc Acrobatics 2 0 0 2 0 Appraise 10 5 3 2 0 Bluff 1 0 0 1 0 Climb 2 0 0 2 0 Craft (devices & traps)12 5 3 2 0 2 Diplomacy 1 0 0 1 0 Disable Device 15 5 3 2 0 5 Disguise 1 0 0 1 0 Escape Artist 10 5 3 2 0 Fly 2 0 0 2 0 Handle Animal 0 0 1 0 Heal 3 0 0 3 0 Intimidate 1 0 0 1 0 Knowledge (Arcana) 0 0 2 0 Knowledge (Dngnrng) 10 5 3 2 0 Knowledge (Engnrng) 0 0 2 0 Knowledge (Geography) 0 0 2 0 Knowledge (History) 0 0 2 0 Knowledge (Local) 0 0 2 0 Knowledge (Nature) 0 0 2 0 Knowledge (Nobility) 0 0 2 0 Knowledge (Planes) 0 0 2 0 Knowledge (Religion) 0 0 2 0 Linguistics 10 5 3 2 0 Perception 11 5 3 3 0 Perception (traps) 13 5 3 3 0 2 Perform () 1 0 0 1 0 Profession 0 0 3 0 Ride 2 0 0 2 0 Sense Motive 11 5 3 3 0 Slight of Hand 10 5 3 2 0 Spellcraft 0 0 2 0 Stealth 10 5 3 2 0 Survival 3 0 0 3 0 Swim 2 0 0 2 0 Use Magic Device 9 5 3 1 0 [/code] [/sblock] [sblock=Equipment] [code] [b]Item Weight Value in gp[/b] +1 adamantine battleaxe 6 5010 +1 mithral shirt 13 2100 cold-weather outfit 0 0 masterwork sling - 300 sling bullets (40) 20 .4 backpack 2 2 chalk - .01 flint and steel - 1 belt pouch .5 1 sack (5) 2.5 .5 signal whistle - .8 smokestick (2) 1 40 tanglefoot bag 4 50 thunderstone (2) 2 60 climber's kit 5 80 merchant's scale 1 2 thieves' tools, masterwork 2 100 handy haversack 5 2000 (contents follows) potion (cure light wounds) - 50 potion (cure light wounds) - 50 potion (cure light wounds) - 50 potion (entropic shield) - 50 oil (shillelagh) - 50 potion (shield) - 50 potion (shield) - 50 potion (lesser restoration) - 300 bedroll 5 .1 caltrops (5) 10 5 grappling hook 4 1 ink and pen - 8.1 paper (sealed bundle) 1 9 rations (20) 20 10 sealing wax 1 1 signet rings (5) - 25 soap 1 .5 waterskin (3) 12 3 trapmaking tools, masterwork 5 55 [/code] Treasure: 11gp, 2sp, 8cp Gems: Total weight carried: 64 (light) Maximum weight possible: 115 light, 174 medium [/sblock] [sblock=Details] [b]Size[/b]: Medium [b]Gender[/b]: Male [b]Age[/b]: 82 [b]Height[/b]: 4'2" [b]Weight[/b]: 185 lbs. [b]Hair Color[/b]: silver and gold [b]Eye Color[/b]: blue and silver [b]Skin Color[/b]: ruddy and flushed [b]Apperance[/b]: An old scar from a fire marrs the side of his face, leaving a bald slice in the side of his long beard. His fingernails have a slightly unnatural silvery tone, as if they had a silver backing under the nail. He wears dark clothing covered in pockets and straps over his armor, and a silver symbol of Sarenrae is sewn into his tunic at the shoulder. In no way does he look like a hero or a good guy - he seems as if he fits in better with the underbelly of societies, and his appearance leads one to believe he'd be ready for anything, and expects the worst. [b]Deameanor[/b]: He is prone to outbursts of fury and frustration, and tends to be impatient with others. Much of his downtime is spent trying to find ways to "keep up with his training", but it is clear he is trying to avoid spending too much time alone with his own thoughts. He tempers his eccentricities with mantras and chants honoring Sarenrae, especially her redemption and forgiveness. Despite his menacing demeanor, there is also a quiet and ever-present joy in his eyes. In many situations, especially with those who suffer or who are downtrodden, he exhibits a nervous kindness. [b]Background[/b]: Backle Hinderpick (who usually goes by simply "Hinderpick") once lived the life of a highwayman and cutthroat. His entire youth was spent in a gang, roaming the wilderness, robbing and killing for pleasure and for survival. That is, until his band went up against a small entorage of humans and elves who were heading through their territory on the way to the goblin-infested valley beyond. The group decimated Hinderpick's gang and sent most of them fleeing in terror. Hinderpick himself suffered a mortal wound and lay dying at the feet of a human paladin. Looking up at the gleaming titan of hope, Hinderpick reached up and begged, "I don't want to die." The paladin gave a snide look and readied to strike, but then his face lit as if from within. After a moment, he sheathed his sword, reached down, and healed Hinderpick's wounds. "You serve Sarenrae now, young man. You have been given the opportunity to atone for your misdeeds. Serve others always and bring justice and redeption to the world in response to the forgiveness you have received today." [/sblock] [sblock=Level Ups] Character Level 1: Class: Rogue (favored) 1st level Ref +2 Starting feat: Skill Focus (Disable Device) Sneak attack +1d6, Trapfinding HP: 10 (8 + 2 Con) Skill Points: 11 (8 class + 2 Int + 1 favored) Character Level 2: Class: Rogue (favored) 2nd level Ref +1 Evasion, Rogue Talent: Fast Stealth HP: 10 (8 + 2 Con) Skill Points: 11 (8 class + 2 Int + 1 favored) Character Level 3: Class: Rogue (favored) 3rd level Fort +1, Will +1 Character feat: Combat Expertise Sneak attack +2d6, trap sense +1 HP: 10 (8 + 2 Con) Skill Points: 11 (8 class + 2 Int + 1 favored) Character Level 4: Class: Rogue (favored) 4th level Ref +1 Uncanny Dodge, Rogue Talent: Quick Disable HP: 10 (8 + 2 Con) Skill Points: 11 (8 class + 2 Int + 1 favored) Character Level 5: Class: Rogue (favored) 4th level Sneak attack +3d6 Character feat: Improved Steal HP: 10 (8 + 2 Con) Skill Points: 11 (8 class + 2 Int + 1 favored) [/sblock] [/sblock] [i]"Call me Hinderpick."[/i] Clearly a dwarf with a rough past, and likely a rough morning. But all the wrong people fear him. The right people, those who don't mind that he isn't nice, seem to trust him explicitly. Clearly that which is clear about Hinderpick deserves second thought. [/QUOTE]
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RG: Forge of Fury - Pathfinder System
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