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  1. Yakusa Kriegor, Level 8 CN Deep Halfling Fighter 2/ Ranger 2/ Warblade 1 / Master Thrower 3
  2.  
  3. Languages: Draconic, Infernal
  4.  
  5. Height 2'11"
  6. weight 25kg
  7.  
  8.  
  9. HP: 88
  10.  
  11. Str: 12 (6)
  12. Dex: 21 (13)
  13. Con: 14 (6)
  14. Int: 14 (6)
  15. Wis: 10 (2)
  16. Cha: 7 (-1)
  17.  
  18. Move: 20'
  19. Fort: 11 : 3(Fighter) + 3 (Ranger) + 2 (Warblade) + 2 (Con) + 1 (Racial) +1 (MT) = +10
  20. Rflx: 13 : 3 (Ranger) + 1 (Warblade) + 3 (Master Thrower) + 5 (Dex) + 1 (Racial) = +12
  21. Will: 2 : 1 (Racial) + 1 (MT)
  22. Init: 7 : 2 (Fighter) + 5 (Dex)
  23. Dfen: 19 : 3 (armour) + 5 (dex) + 1 (size)
  24. Attk: 17 : 8 (bab) + 5 (dex) + 1 (racial) + 1 (WF) + 1 (enchantment) + 1 size / + 1 (pbs) + 2 (Bane) + KD
  25. Damg: 1d4 / +1 (PBS) +1 (magic) + 2d6+4 (human) + 5 (flatfooted within 30') + KD
  26. EWP (Skiprock, WF Skiprock)
  27.  
  28. Feats: Quick Draw (Free), Weapon Focus (Skiprock) (3rd), PBS (Fighter 1), Precise Shot (Fighter 2), EWP (Skiprock) (1st), Rapid Shot (Ranger 2) Knowledge Devotion (6) Track (...Why?)
  29.  
  30. +4 conc
  31. +4 hide
  32. +4 move silently
  33. +4 spot
  34. +3 tumble[WAIT I DID THIS WHY]
  35. +2 SLEIGHT
  36. +4 KNOW LOCAL (ACF)
  37. +4 Listen
  38.  
  39. L2 4
  40.  
  41. +1 TUMBLE
  42. +1 LOCAL (2x)
  43. +.5 SLEIGHT
  44.  
  45.  
  46. L3 4
  47.  
  48. +1 TUMBLE
  49. +1 LOCAL (5 now)
  50. +.5 SLEIGHT (3)
  51.  
  52. L4 8
  53.  
  54. +1 LOCAL
  55. +3 HIDE
  56. +3 MOVE SILENT
  57. +.5 SLEIGHT (3.5)
  58.  
  59. L5 6
  60.  
  61. +1 LOCAL
  62. +4 Conc
  63. +.5 SLEIGHT (4)
  64.  
  65. L6 6
  66. LOCAL +2
  67. Spot +1
  68. Hide +2
  69. COnc +1
  70.  
  71. +12
  72. +2 spot
  73. +2 tumble
  74. +2 Knowledge (Local) (stays as a class skill)
  75. +2 concentration
  76. +1 knowledge (nature) (for dire bats)
  77. +1 knowledge (religion)
  78.  
  79.  
  80. 15 Conc (11 rank + 2 con + 2 tool)
  81. 11 spot (11 ranks +2 against FE)
  82. 12 tumble (7 ranks)
  83. 20 Hide (5 dex + 9 ranks + 4 size + 2 tool)
  84. 14 Move Silently
  85. 20 Local (11 rank + 2 int + 2 tool + 5 mask)
  86. 4 survival (+2 FE)
  87. 4 listen
  88. 1 know religion
  89. 1 know nature
  90.  
  91.  
  92.  
  93.  
  94. Skiprock: 3 gp + 7 gp (masterwork) + (8000/50) = 170gp each
  95.  
  96. 28 = 4760gp for 28 +1 Bane Skiprocks. +390 gp for 39 Masterwork Skiprocks.
  97.  
  98. Gauntlets of Extended Range (2000gp) double rnage increment
  99. Anklet of Translocation 1400gp
  100. Studded Leather (25gp) 10lbs
  101. Masterwork Tool: Hide (50 gp) +2 hide
  102. Masterwork Tool: Move SIlently (50 gp) +2 move silently
  103. Masterwork Tool: Concentration (50gp) +2 conc
  104. Masterwork Tool: Spot (50gp) +2 take a guess
  105. Mask of +5 Knowledge Devotion (2500gp)
  106. Amber Vermin Amulet (Wasp) (800gp)
  107. Amber Vermin Amulet (Wasp) (800gp)
  108.  
  109. Total: 12875 / 13000 gp not including leather armour or shield
  110.  
  111. Specials:
  112.  
  113. Darkvision 60 ft
  114.  
  115. Manouvres:
  116.  
  117. Moment of Perfect Mind (Conc Check replaces will save)
  118. Wall of Blades (Attack roll replaces AC) (I STILL DON'T CARE ENOUGH)
  119. Rabid Wolf Strike (ONLY WORKS WITH MELEE DERP)
  120.  
  121. Hunters Sense (Grants Scent)
  122.  
  123. Palm Throw: When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll.
  124.  
  125. Favored Enemy: Yakusa is a terrible racist who hates humans. We halflings have to stick together. +2 to damage, bluff, sense motive, listen, spot and survival against them.
  126.  
  127. Spiritual Connection (CC)
  128. You learn to speak with the spirits of the wild places. Although
  129. this ability does not automatically make such spirits well
  130. disposed toward you, it does provide several benefi ts.
  131. Level: 1st.
  132. Replaces: This benefi t replaces the wild empathy class
  133. feature.
  134. Benefi t: You can use speak with animals and speak with
  135. plants, as the spells (caster level equals your ranger level). You
  136. can use any combination of these effects up to three times
  137. per day.
  138.  
  139. Hit And Run (DotU)
  140. Replaces: By selecting the hit-and-run alternative class
  141. feature, you give up profi ciency with heavy armor and tower
  142. shields, even if you already have those profi ciencies from
  143. another class. You can’t gain either of these profi ciencies by
  144. multiclassing later, but you can gain them by selecting the
  145. appropriate feats.
  146. Benefi t: At 1st level, you gain a +2 bonus on initiative
  147. checks.
  148. In addition, when attacking a fl at-footed opponent within
  149. 30 feet, you can add your Dexterity bonus (if any) as a competence
  150. bonus on weapon damage rolls.
  151.  
  152. Skilled City Dweller:
  153.  
  154. When applicable, loses Ride and gets Tumble, loses Knowledge (Nature) and gets Knowledge (local)
  155.  
  156. Two with One Blow
  157. If a master thrower with this ability uses a thrown weapon to attack two opponents adjacent to each other, she may take a –4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.
  158.  
  159. Evasion (Ex): A character with Evasion 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 character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion.
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