TEN-PENNY TACEY | LEVEL 11 |
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Female reincarnated halfling rogue 11
CN Small humanoid (halfling)
Init +9+5 Dex, +4 Improved Initiative; Senses Perception +14 (+20 locating traps)
DEFENSE |
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AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, +1 size); +3 vs. traps
hp 93 (11d8+3311d8 rogue, +22 Con, +11 Favored Class, +0 Toughness feat)
Fort +6+3 base, +2 Con, +1 cloak of resistance, Ref +13+7 base, +5 Dex, +1 cloak of resistance, Will +5+3 base, -1 Wis, +2 Iron Will, +1 cloak of resistance; +3 vs. traps, +2 vs. cold weather
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
OFFENSE |
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Speed 35 ft.20 ft. base, -0 ft. armor, plus +5 ft. Fleet, plus +10 ft. boots of striding and springing
Melee
+1 mithral rapier +16/+11BAB plus +5 Dex plus +1 size plus +1 enhancement plus +1 Weapon Focus (1d4+2+1 Str plus +1 enhancement/18-20; on crit +2Iron Axe weapon training) or
mwk dagger +15/+10BAB plus +5 Dex plus +1 size plus +1 enhancement (1d3+1+1 Str/19-20)
Ranged
+1 hand crossbow +15BAB plus +5 Dex plus +1 size plus +1 enhancement (1d3+1+1 enhancement/19-20; increments 105 = thrown | 10 = projectile; range 3030 ft. ft.) or
mwk dagger +15BAB plus +5 Dex plus +1 size plus +1 enhancement (1d3+1+1 Str/19-20; increments 55 = thrown | 10 = projectile; range 1010 ft. ft.)
Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, sneak attack +6d6
STATISTICS |
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Str 1214 base, -2 race, +0 level, Dex 2115 base, +2 race, +2 level, +2 Black Rider bonus, Con 1412 base, +0 race, +0 level, +2 belt of mighty constitution, Int 1010 base, +0 race, +0 level, Wis 88 base, +0 race, +0 level, Cha 1313 base, +0 race, +0 level
Base Atk +8/+3; CMB +8+8 BAB, -1 size, +1 Str; CMD 2410 +8 BAB, -1 size, +1 Str, +5 Dex, +1 deflection, +0 dodge
Feats Armor Proficiency (light), Exotic Weapon Proficiency (hand crossbow), Extra Rogue Talent, Fleet, Improved Initiative, Iron Will, Martial Weapon Proficiency (rapier, sap, shortbow, short sword), Point-Blank Shot, Simple Weapon Proficiency (all), Weapon Finesse, Weapon Focus (rapier)B
Skills +2111 ranks, +5 Dex, +3 class skill, +2 racial, -0 armor (+26 when jumping), Appraise +41 ranks, +0 Int, +3 class skill, Bluff +84 ranks, +1 Cha, +3 class skill, Climb +168 ranks, +1 Str, +3 class skill, +2 racial, -0 armor, +2 climber's kit, Diplomacy +10 ranks, +1 Cha, Disable Device +2711 ranks, +5 Dex, +3 class skill, +2 masterwork thieves' tools, -0 armor, +6 trapfinding, Disguise +10 ranks, +1 Cha, Escape Artist +135 ranks, +5 Dex, +3 class skill, -0 armor, Fly +50 ranks, +5 Dex, -0 armor, Heal -10 ranks, -1 Wis, Intimidate +105 ranks, +1 Cha, +3 class skill, +1 specialized from Iron Axes of Jomsburg, Knowledge (arcana) +10 ranks, 1 bonus GM rank, +0 Int, Knowledge (dungeoneering) +41 ranks, +0 Int, +3 class skill, Knowledge (local) +85 ranks, +0 Int, +3 class skill, Perception +1511 ranks, -1 Wis, +3 class skill, +2 racial (+21 locating traps), Ride +50 ranks, +5 Dex, -0 armor, Sense Motive +42 ranks, -1 Wis, +3 class skill, Sleight of Hand +135 ranks, +5 Dex, +3 class skill, -0 armor, Stealth +2811 ranks, +5 Dex, +3 class skill, +4 size, -0 armor, +5 competence stalker's mask, Survival +01 ranks, -1 Wis, Swim +10 ranks, +1 Str, -0 armor, Use Magic Device +1410 ranks, +1 Cha, +3 class skill; Racial Modifiers +2 Acrobatics, Climb, Perception
AcrobaticsLanguages Common, Goblin, Orc
SQ reincarnated, rogue talents (bleeding attack +6+1 per 1d6 of sneak attack, fast stealth, hard minded, melee archer, surprise attack, weapon training), trapfinding +61/2 rogue level (minimum 1), weapon familiarity
Combat Gear +1 animal-bane bolts (2), +1 cold iron bolts (10), ditch dram admixture, potion of cure moderate wounds, potion of cure serious wounds, potion of feather step, potion of spider climb, screaming bolts (2), wand of ice spears (7 charges), wand of levitate (13 charges), alchemist's fire (2)
Other Gear +1 studded leather armor, +1 hand crossbow with 14 bolts, +1 mithral rapier, masterwork dagger, belt of mighty constitution +2, boots of striding and springing, cloak of resistance +1, quick runner's shirt, restless lockpicks, ring of protection +1, stalker's mask, antitoxin (2), climber's kit, crowbar, grappling hook, masterwork thieves' tools, rimepelt, silk rope (50 ft.), 25 pp, 9 gp
SPECIAL ABILITIES |
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Equipment Descriptions
alchemist's fire Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 fire damage; every creature within 5 ft. of point of impact takes 1 hp fire damage from splash. On round following direct hit, target takes additional 1d6 fire damage. Can spend full-round action to attempt to extinguish before taking this additional damage (DC 15 Reflex). Rolling on ground provides +2 bonus on save. Leaping into large body of water or magically extinguishing flames automatically smothers the fire.
antitoxin Consume to gain +5 alchemical bonus on Fort saves against poison for 1 hour.
rimepelt Provides +2 bonus on Fort saves to resist cold weather.
Evasion (Ex) If subjected to an attack that normally allows a Reflex save for half damage, take no damage if saving throw is successful.
Fleet While wearing light or no armor and not carrying a medium or heavy load, base speed increases by 5 ft.
Improved Uncanny Dodge (Ex) Cannot be caught flat-footed, flanked, nor lose Dex bonus to AC if attacker is invisible. Still loses Dex bonus to AC if immobilized or if opponent successfully uses feint. An attacker must have at least four more rogue levels than you to gain sneak attack on a flank.
Iron Axes of Jomsburg
Come to Terms Specialized in Intimidate.
Weapon Training (Rapier) When you confirm critical hit with specified weapon, gain bonus on damage equal to critical multiplier of the weapon.
Magic Item Descriptions
bane special weapon ability Against designated type (or subtype) of foe, weapon’s enhancement bonus is +2 better than its actual bonus, and it deals an extra 2d6 damage.
ditch dram Consume as standard action provoking attacks of opportunity to cure 2d8+3 hp and turn invisible for 3 minutes.
quick runner's shirt 1/dayAs swift action, take additional move action on your turn.
restless lockpicks As standard action, start disarming trap or device and then leave picks to finish on their own using your Disable Device check including +2 bonus for masterwork thieves' tools. When completed, the tools remain in place until removed. Can animate for up to 10 rounds per day. Can take 10 but not 20. If insufficient rounds remain, you can continue where they leave off if you are in the same square when the duration runs out.
screaming bolt This +2 bolt screams when fired, forcing all enemies of the shooter within 20 ft. of the path of the bolt to make a DC 14 Will save or become shaken. This is a mind-affecting fear effect.
stalker's mask 1/dayAs full-round action, take on appearance of any creature of your basic size and shape within 60 ft. you can see for 1 hour. During that time, gain +10 bonus on Disguise checks to appear as that creature and gain +1 bonus on attack and damage rolls against that creature. Gain +5 competence bonus on Stealth checks (factored into Skills above).
Reincarnated Originally a half-orc reincarnated as a halfling. Lost darkvision, intimidating, normal speed, orc blood, orc ferocity. Gained -2 Str, small size modifiers, keen senses, slow speed, sure-footed.
Rogue Talents Only one talent that adds effects to sneak attack (marked with *) can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Bleeding Attack* (Ex) Living target of sneak attack takes additional damage each round at the start of its turn. Bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit points. Bleeding damage from this attack does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Fast Stealth (Ex) Move at full speed using Stealth without penalty.
Hard Minded (Ex) Automatically receive a save to disbelieve any illusion you can see each round at the start of your turn, even if you have not interacted. If you fail any save against an illusion except an attempt to disbelieve, attempt to save again 1 round later at same DC. Only gets one extra chance per illusion.
Melee Archer (Ex) While using ranged weapon, may flank enemies 10 ft. away as if using a reach weapon. If you threaten squares with your ranged weapon (i.e., Snap Shot feat), may also flank inside threatened squares.
Surprise Attack (Ex) During surprise round, opponents are always considered flat-footed to you, even if they have already acted.
Sneak Attack (Ex) Attack deals extra damage anytime target is denied Dex bonus to AC, or when flanking a target. Extra damage not multiplied on critical hit. Ranged attacks must be within 30 ft. Must be able to see and reach a vital spot. Cannot sneak attack a creature with concealment.
Trap Sense (Ex) Gain bonus on Reflex saving throws to avoid traps and dodge bonus to AC against attacks by traps.
Trapfinding Add bonus to Perception skill checks to locate traps and to Disable Device checks (factored into Skills section above). Can use Disable Device to disarm magical traps.
Height 3 ft. 1 in.; Weight 32 lbs.; Hair Brown; Eyes Green; Skin Caucasian; Age 25 in halfling body (17 actual); Religion Calistria; Homeland Taldor; Favored Class Rogue; XP Earned 180,281 of 220,000
Mercenary Company Iron Axes of Jomsburg; Fame 1616 passed training checks; Prestige Points 1516 passed training checks plus 0 blog journal entries minus 1 PP Weapon Training (Rapier) expenditures; Consecutive Failed Training Checks 0dates:
Defeated Enemies Advanced Ice Troll, Andrazku Demon (2), Attic Whisperer, Frost Giant, Frostcrawler Young, Granny Nan, Ice Runner (2), Ice Troll, Moonflower, Nazhena Vasilliovna, Peryton, Redcap, Shadow, Spriggan, Young White Dragon