Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age: 14-ish
Race: Goblin (Small Humanoid)
Level: 5
Class: Unchained Rogue 5 (15898 XP/23000 XP)
Feats: Dampen Presence,
Deft Maneuvers,
Roll With It,
Skill Focus (Stealth),
Weapon Focus (Dagger) (B)
Traits: Color Thief,
Goblin Foolhardiness,
Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Finesse Training (Daggers), Rogue Talent (Weapon Training [Dagger]),
Sneak attack (+3d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)
HP: 42
AC: 10 + 4 (DEX) + 1 (Size) + 3 (Hide Shirt) + 1* (Dodge; Danger Sense) = 18/19* (to avoid traps) (Touch AC 15/16*)
Initiative: +4 (DEX)
Base Attack: +3
- Stonebow: 3 (BAB) + 1 (Size) + 4 (DEX) = +8
- Damage: 1d6 [x2], +3d6 damage with Sneak Attack
- Switchblade: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (MW) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
- Damage: 1d4+4 [19-20/x2], +3d6 damage with Sneak Attack
- Bane Dagger: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (Enhancement) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
- Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
- Special vs Devils:
- Attack: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 3 (Enhancement) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
- Damage: 1d4+2d6+7 [19-20/x2], +3d6 damage with Sneak Attack
- Deft Maneuvers: You do not provoke an Attack of Opportunity when performing a Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
STATS:
8 (-1)
Strength
19 (+4)
Dexterity
14 (+2)
Constitution
14 (+2)
Intelligence
14 (+2)
Wisdom
8 (-1)
Charisma
SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 4 + 4 (DEX) + 1 (DS)* + 2 (Ring) = +10/*11 (to avoid traps)
WILL: 1 + 2 (WIS) = +3
SKILLS:
Acrobatics: 8 + 4 (DEX) = 12
Appraise: 5 + 2 (INT) = 7
Climb: 7 - 2 (STR) = 5
Disable Device: 8 + 4 (DEX) + 2 (TF) = 14
Escape Artist: 8 + 4 (DEX) = 12
Knowledge (Dungeoneering): 8 + 2 (INT) = 10
Knowledge (Local): 8 + 2 (INT) = 10
Perception: 8 + 2 (WIS) + 2 (TF)* + 1 (DS)* + 5 (Spectacles) = 15/*17 (to find traps or avoid being surprised)
Ride: 4 + 4 (DEX) +4 (Racial) = 12
Sleight of Hand: 7 + 4 (DEX) = 11
Stealth: 8 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) = 25
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5
BACKGROUND SKILLS:
Craft (Alchemy): 8 + 2 (INT) = 10
Knowledge (Engineering): 7 + 2 (INT) + 1 (Trait) = 10
Linguistics: 4 + 2 (INT) = 6
Special Abilities:
- Dampen Presence: Cob may use the Stealth skill to hide from any creature attempting to perceive him using Blindsight or Blindsense.
- Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disarm magic traps.
- Finesse Training (Ex): In addition to applying his Dexterity bonus on attack rolls instead of his Strength bonus when wielding daggers, Cob also applies his Dexterity bonus on damage rolls instead of his Strength bonus.
- Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
- Danger Sense (Ex): Cob gains a +1 bonus on Reflex saving throws to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. He also gain a +1 Perception bonus on checks to avoid being surprised by a foe.
- Uncanny Dodge (Ex): Cob can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
- Rogue's Edge:
- Stealth: Reduce the Stealth penalty from sniping by 10 (down from -20 to -10).
- Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
- Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
- Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
- Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Tracker's Friend
Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought.
Ability: These Spectacles let their wearer detect minute details, gaining a +5
competence bonus on
Perception checks. It also aids in tracking, adding a +5
competence bonus on
Survival checks when tracking.
Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.
Bane Dagger
Description: This plain steel dagger has seemingly nothing to recommend it beyond solid workmanlike construction, perfect for slitting throats, but it resonates destructively with some distant sphere.
Ability: +1 Enchantment, Bane Devil
Seal of Infernal Judgement
Description: This ring is made of red gold of a tint bloodier than most, set with a single ruby cut into a pentagon shape
Abilities:
- +2 Enhancement Bonus to Reflex Saves
- The wearer may use Arcane Mark at will, but only on objects and willing creatures (The mark is the glyph on the ring)
- The wearer may cast Wrath 1/Day
Traveler's Any-Tool
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description:
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
Equipment of Note:
Bane Dagger (Devil), Common
Thieves Tools, Dagger x4, Stonebow,
Switchblade, Tracker's Friend, Seal of Infernal Judgement, Traveler's Any-Tool