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Skill C P Modifier

Concentration +1 (+1 Con)


Archimedes Craft
Diplomacy
X
X
+1 (+1 Int)
+1 (-1 Cha, +2 synergy)
XP to next Level: 9000
Awakened Rat Rogue 7 ECL 9 Disguise X -1 (-1 Cha)
Chaotic Good Tiny Magical Beast Escape Artist X 9 10 (+1 Dex, +9 Points)
Init: +1 Forgery X 1 (+1 Int)
Gather Information X -1 (-1 Cha)
Heal 0 (+0 Wis)
Background Hide X 9 16 (+9 points, +1 Dex, +4 Race, +2 Feat)
Archimedes began life as a simple rat, but one day a druid found him trying to eat some of the Intimidate X +1 (-1 Cha, +2 synergy)
scraps that the druid had left and, as a joke, awakened him. The druid was kind of a jerk and left
Archimedes alone after that. Left on his own in a world that is highly hostile to his kind, Archimedes Jump X 9 9 (+9 Points)
managed to survive by stealing whatever he could and hiding from those who would kill him. Listen X 9 11 (+9 pts, +2 feat)
Life has been hard for Archimedes, but he always tries to help his fellow rats whenever possible. Move Silently X 9 16 (+9 points, +1 Dex, +4 Race, +2 Feat)
Open Lock X 9 10 (+1 Dex, +9 Points)
Perform X -1 (-1 Cha)
Defense
Ride 1 (+1 Dex)
AC: full +13, touch +13, flat-footed +12 (+1 Dex, +2 size)
Search X 1 (+1 Int)
hp: 48/48
Sense Motive X 0 (+0 Wis)
Fort +6 (+3 race, +2 rogue, +1 con), Ref +9 (+3 race, +5 rogue, +1 dex), Will +2 (+2 rogue)
Sleight of Hand X 9 12 (+1 Dex, +9 Points, +2 synergy)
Spot X 9 11 (+9 pts, +2 feat)
Offense Survival 0 (+0 Wis)
Speed 15 ft. (15 ft. natural) Swim X 9 (+1 Dex, +8 Race)
Base Atk: +7/+2 (+2 race, +5 rogue) Tumble X 9 10 (+1 Dex, +9 Points)
Bite: +10/+5 (+7 BAB, +1 Dex, +2 Size) 1d4 Use Rope X 1 (+1 Dex)
Space: 2-1/2 ft.; Reach: 2-1/2 ft. Languages: Common
Combat Gear: potions and scrolls and such;
Other Gear: all other gear (weapons and armor too)
Statistics
Str 10 (17 initial, monster table, +1 level) +0
Feat/Abilities/Specials Details
Dex 12 (8 initial, +4 race) +1
Alertness: You get a +2 bonus on all Listen checks and Spot checks.
Con 12 (12 initial) +1 Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great
Int 13 (13 initial) +1 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
Wis 11 (9, initial, +2 race) +0 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Cha 8 (16 initial, monster table) -1 Low-light Vision: A creature with low-light vision can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to dis-
Skills: 96 (6, 36, 9, 9, 9, 9, 9, 9) tinguish color and detail under these conditions.
Skill C P Modifier Rat racial skill bonuses: Rats have a +4 racial bonus on Hide and Move Silently checks, and a
+8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on
Appraise X 1 (+1 Int) Climb checks, even if rushed or threatened.
Balance X 3 15 (+1 Dex, +6 Points, +8 Race) A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
Bluff X 12 11 (-1 Cha, +12 Points) A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a haz -
Climb X 9 (+1 Dex, +8 Race) ard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a straight line. mally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught
Rogue weapon and armor proficiency: Rogues are proficient with the hand crossbow, rapier, flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC
sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. if immobilized.
Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, If a rogue already has uncanny dodge from a different class she automatically gains improved
and track by sense of smell. Creatures with the scent ability can identify familiar odors just as uncanny dodge (see below) instead.
humans do familiar sights. Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, size category, you may use your Dexterity modifier instead of your Strength modifier on attack
the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents,
such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its
presence somewhere within range. The creature can take a move action to note the direction
of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s
location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wis-
dom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter
what kind of surface holds the scent). This DC increases or decreases depending on how
strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that
the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat.
Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Simple weapons proficiency: You make attack rolls with simple weapons normally.
Sneak Attack +4d6: If a rogue can catch an opponent when he is unable to defend himself effec -
tively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals ex-
tra damage any time her target would be denied a Dexterity bonus to AC (whether the target
actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage
is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue
score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals non -
lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to
deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs,
oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune
to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well
enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak at-
tack while striking a creature with concealment or striking the limbs of a creature whose vitals
are beyond reach.
Stealthy: You get a +2 bonus on all Hide checks and Move Silently checks.
Trap Sense +2: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps,
giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC
against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to
+3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at
18th level.
Trap sense bonuses gained from multiple classes stack.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has
a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if
it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap
generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, fig-
ure out how it works, and bypass it (with her party) without disarming it.
Uncanny dodge: Starting at 4th level, a rogue can react to danger before her senses would nor-
Lvl Class BAB Fort Ref Will STR DEX CON INT WIS CHA Hit Skill Feats Spells
Points Points
1 Rogue +2 +3 +5 +0 9 12 12 13 11 8 19+7 36+6 Weapon Finesse
2 Rogue +3 +3 +6 +0 9 12 12 13 11 8 30 9
3 Rogue +4 +4 +6 +1 9 12 12 13 11 8 33 9 Alertness
4 Rogue +5 +4 +7 +1 10 12 12 13 11 8 36 9
5 Rogue +5 +4 +7 +1 10 12 12 13 11 8 39 9
6 Rogue +6 +5 +8 +2 10 12 12 13 11 8 45 9 Stealthy
7 Rogue +7 +5 +8 +2 10 12 12 13 11 8 48 9

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