Post by streamofthesky on Sept 10, 2010 2:05:10 GMT -5
Bidam
CN Male Tiefling Thug Rogue 1
Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 12
HP: 11 (d8 +2 +1 favored class)
AC: 16 (10 +3 dex +3 armor)
Touch: 13; FF: 13
Saves: Fortitude +2, Reflex +5, Will +0
BAB +0; CMB +2; CMD 15
Speed 30 ft; Initiative +3
Attack:
Two-bladed sword +4 (d8 +3, 19-20/x2, S)
Quarterstaff +2 (d6 +3, 20/x2, B)
Club (melee) +2 (d6 +3, 20/x2, B)
Club (ranged) +3 (d6 +2, 20/x2, B, 10 ft)
Sling +3 (d4 +2, 20/x2, B, 50 ft)
Full Attack:
Two-bladed sword +2/+2 (d8 +2 / d8 +1)
Quarterstaff +0/+0 (d6 +2 / d6 +1)
Feats: Two Weapon Fighting
Trait: Heirloom Weapon (masterwork Two-bladed Sword, “Deokman”)
Class: Frightening, Sneak Attack +1d6
Skills (9):
Acrobatics +7 (1 rank +3 class +3 dex)
Bluff +7 (1 rank +3 class +1 cha +2 racial)
Disable Device +7 (1 rank +3 class +3 dex)
Disguise +5 (1 rank +3 class +1 cha)
Intimidate +5 (1 rank +3 class +1 cha)
Linguistics +5 (1 rank +3 class +1 int)
Sleight of Hand +7 (1 rank +3 class +3 dex)
Stealth +9 (1 rank +3 class +3 dex +2 racial)
Perception +4 (1 rank +3 class)
Languages: Common, Elven, Orc, Dwarven
Equipment:
Deokman (masterwork two-bladed sword)
Studded Leather armor
Quarterstaves (2)
Clubs (6)
Sling
Bullets (10)
14.9 gp
Frightening: Anytime Bidam successfully demoralizes a creature, the duration is increased by +1 round. If Bidam causes it to become shaken for 4 or more rounds, Bidam can instead cause the creature to become frightened for 1 round.
Tiefling racial qualities: +2 Dex and Int; -2 Cha; Medium; 30 ft speed; Darkvision; +2 Bluff and Stealth; Darkness 1/day as SLA (CL 1); Cold, Electricity, and Fire Resistance 5; Fiendish Sorcery (worthless).
Plans
Rogue Talents:
2 Weapon Focus
4 Bleeding Attack
6 Weapon Finesse
8 Combat Feat (ITWF)
Feats:
1 TWF
2 Weapon Focus
3 Dazzling Display
5 Dodge
6 Weapon Finesse
7 Mobility
8 ITWF
9 Shatter Defenses
11 Dastardly Finish
Feats: TWF, Improved TWF, Weapon Focus, Weapon Finesse, Dazzling Display, Shatter Defenses, Dodge, Mobility, Spring Attack
Dastardly Finish (+5d6 SA), Enforcer, Precise Strike (Teamwork), Gang Up (Expertise), Outflank (Teamwork)
CN Male Tiefling Thug Rogue 1
Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 12
HP: 11 (d8 +2 +1 favored class)
AC: 16 (10 +3 dex +3 armor)
Touch: 13; FF: 13
Saves: Fortitude +2, Reflex +5, Will +0
BAB +0; CMB +2; CMD 15
Speed 30 ft; Initiative +3
Attack:
Two-bladed sword +4 (d8 +3, 19-20/x2, S)
Quarterstaff +2 (d6 +3, 20/x2, B)
Club (melee) +2 (d6 +3, 20/x2, B)
Club (ranged) +3 (d6 +2, 20/x2, B, 10 ft)
Sling +3 (d4 +2, 20/x2, B, 50 ft)
Full Attack:
Two-bladed sword +2/+2 (d8 +2 / d8 +1)
Quarterstaff +0/+0 (d6 +2 / d6 +1)
Feats: Two Weapon Fighting
Trait: Heirloom Weapon (masterwork Two-bladed Sword, “Deokman”)
Class: Frightening, Sneak Attack +1d6
Skills (9):
Acrobatics +7 (1 rank +3 class +3 dex)
Bluff +7 (1 rank +3 class +1 cha +2 racial)
Disable Device +7 (1 rank +3 class +3 dex)
Disguise +5 (1 rank +3 class +1 cha)
Intimidate +5 (1 rank +3 class +1 cha)
Linguistics +5 (1 rank +3 class +1 int)
Sleight of Hand +7 (1 rank +3 class +3 dex)
Stealth +9 (1 rank +3 class +3 dex +2 racial)
Perception +4 (1 rank +3 class)
Languages: Common, Elven, Orc, Dwarven
Equipment:
Deokman (masterwork two-bladed sword)
Studded Leather armor
Quarterstaves (2)
Clubs (6)
Sling
Bullets (10)
14.9 gp
Frightening: Anytime Bidam successfully demoralizes a creature, the duration is increased by +1 round. If Bidam causes it to become shaken for 4 or more rounds, Bidam can instead cause the creature to become frightened for 1 round.
Tiefling racial qualities: +2 Dex and Int; -2 Cha; Medium; 30 ft speed; Darkvision; +2 Bluff and Stealth; Darkness 1/day as SLA (CL 1); Cold, Electricity, and Fire Resistance 5; Fiendish Sorcery (worthless).
Plans
Rogue Talents:
2 Weapon Focus
4 Bleeding Attack
6 Weapon Finesse
8 Combat Feat (ITWF)
Feats:
1 TWF
2 Weapon Focus
3 Dazzling Display
5 Dodge
6 Weapon Finesse
7 Mobility
8 ITWF
9 Shatter Defenses
11 Dastardly Finish
Feats: TWF, Improved TWF, Weapon Focus, Weapon Finesse, Dazzling Display, Shatter Defenses, Dodge, Mobility, Spring Attack
Dastardly Finish (+5d6 SA), Enforcer, Precise Strike (Teamwork), Gang Up (Expertise), Outflank (Teamwork)