Friday, January 14, 2011

Potina the Bandit

Potina the Bandit/Rogue 5/Assassin 1
Small Sized Garden Gnome (Humanoid)/Neutral Evil

Hit Dice: 6d6 + 18 (49 hit points)
Initiative: +4 (+4 Dex)
Speed: 20' (30' base)
AC: 20 (+4 Dex, +5 Armor, +1 Size)
Base Attack Bonus: +3 (+3 base)
Base Grapple: -2 (+3 base, -1 Str, -4 Size)
Melee Attack: Magic Club +9 (+4 Dex, +1 Magic, +1 Size)
Ranged Attack: Magic Crossbow +10 (+4 Dex, +1 magic, +1 Weapon Focus, +1 Size)
Melee Damage: Magic Club 1d4 + 1 Fire (Crit 20/x2) (-1 Str, +1 Magic)
Ranged Damage: Magic Crossbow 1d6 + 3 + 1 Acid (Crit 17-20/x2) (+2 Dex, +1 Magic)
Face/Reach: 5' x 5'/5'
Special Attacks: Sneak Attack +4d6 (up to 60-ft with crossbow), Death Attack (DC 15), Poison Use, Spells
Special Qualities: Evasion, Racial Traits (+1 vs. kobolds and goblinoids, +4 AC vs. giants, +2 racial bonus to Listen and Spot checks, +4 bonus to Hide and Move Silently, Low-light vision, Spell-Like Abilities: 1/day - Barkskin (10 minutes duration), Tree Shape (1 hour duration), Know Direction, Pass without Trace (self only), Speak with Animal (woodland creatures only)), Trapfinding +1, Trap Sense, Uncanny Dodge

Base Saves: Fort +1, Reflex +6, Will +1
Total Saves: Fort +5 (+1 Magic), Reflex +11 (+1 Magic), Will +3 (+1 Magic)

Strength: 8 (-1)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 19 (+4)
Wisdom: 12 (+1)
Charisma: 6 (-2)

Skills: Appraise +9 (5 ranks), Balance +11 (5 ranks, +2 synergy), Decipher Script +9 (5 ranks), Disable Device +15 (9 ranks, +2 tool), Disguise +13 (5 ranks, +10 magic), Escape Artist +9 (5 ranks), Hide +21 (9 ranks, +4 Size, +4 Race), Knowledge (Local) +9 (5 ranks), Listen +9 (8 ranks), Move Silently +21 (9 ranks, +4 Size, +4 Race), Open Lock +15 (9 ranks, +2 tool), Search +12 (8 ranks), Sense Motive +9 (8 ranks), Sleight of Hand +13 (9 ranks), Spot +9 (8 ranks), Tumble +11 (5 ranks, +2 synergy)

Feats:
1st: Telling Blow (add Sneak Attack damage on a crit)
3rd: Weapon Focus (Crossbow)
6th: Crossbow Sniper

Languages:
Common, Dwarvish, Elvish, Gnomish, Orcish, Sylvan

Possessions (magic items are italicized): Anklets of Translocation, Hat of Disguise, Mithralmist Shirt, +1 Magic Club with Least Crystal of Fire, +1 Keen Magic Crossbow with Least Crystal of Acid, Bundle of 1000 Crossbow Bolts, Masterwork Thieves’ Tools, Alchemist's Fire (5), Thunderstone (5), adventuring sundries (100 g), Bag of Holding, Sending Stone, Amulet of Vermin (Giant Stag Beetle)

Gold and Treasure: 25 g

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Class Features:

Evasion – Whenever a rogue succeeds on a Reflex save against a spell or ability that allows for half damage on a successful save, the rogue instead takes no damage.

Sneak Attack – The rogue deals an extra amount of damage (represented in dice) when flanking an opponent, or whenever an opponent is denied his Dexterity bonus to AC.

Trapfinding – A rogue can Search for and Disable traps that have a DC of 20 or higher, and magical traps that have a DC of 25 or higher.

Trap Sense – A rogue gains a static bonus to Reflex saves and AC against attacks made by traps.

Uncanny Dodge – A rogue retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible character.

Death Attack - After studying a target for 3 rounds, the assassin can make a sneak attack as a melee attack. If the attack hits, in addition to taking damage, the victim must make a Fort save (DC 15) or die.

Poison Use - An assassin can use poison without danger of accidentally poisoning themselves.

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Spells Known and Spells/Day:

1st (1) - Distract Assailant, Sniper's Shot

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Spell Descriptions:

Distract Assailant (Enchantment) - Casting Time: 1 swift action; Range: Close; Target: One creature; Duration: 1 round; Save: Will negates; SR: Yes. If the target fails its save, it is treated as flat-footed for 1 round.

Sniper's Shot (Divination) - Casting Time: 1 swift action; Range: Personal; Target: You; Duration: 1 round. Your next ranged attack in this round can be a sneak attack, regardless of range.

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Magic Item Descriptions:

Anklets of Translocation – Teleport 10-ft as a swift action. 2/day.

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Hat of Disguise – Magically change your appearance. +10 to Disguise checks.

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Mithralmist Shirt – Counts as a +1 Mithral Chain Shirt. Create a Fog Cloud, centered on you. 7/day.

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+1 Magic Club with Least Fire Crystal – A wooden spoon. It is affixed with a crystal that causes additional 1 Acid damage.

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+2 Magic Crossbow with Least Acid Crystal – A child sized peashooter. It is affixed with a crystal that causes additional 1 Acid damage.

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Amulet of Vermin (Giant Stag Beetle) - Summons a pet Beetle to attack your enemies and flank for you 1/day. The beetle lasts for 10 rounds.

Size/Type: Large Vermin
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (4d6+9)
Full Attack: Bite +10 melee (4d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 2d8+3
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 23, Dex 10, Con 17, Int Ø, Wis 10, Cha 9

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