Charakterbogen - Detzel Tuske
Detzel Tuske
Male human unchained rogue 8/Trickster 4 (Pathfinder Unchained 20)
CE Medium humanoid (human)
Init +18; Senses Perception +15
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Defense
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AC 22, touch 16, flat-footed 16 (+4 armor, +6 Dex, +2 natural)
hp 107 (8d8+64)
Fort +9, Ref +16, Will +6; +2 trait bonus against supernatural attacks, spells, or spell-like abilities from undead creatures
Defensive Abilities danger sense +2, evasion, hard to kill, improved uncanny dodge; DR 5/magic or silver; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 shortsword +13/+8 (1d6+9/19-20) or
. . unarmed strike +14/+9 (1d3+2 nonlethal)
Ranged +2 blackwood hand crossbow +15 (1d4+2/19-20)
Special Attacks children of the night, mythic power (11/day, surge +1d8), sneak attack (unchained) +4d6
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Statistics
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Str 14, Dex 27, Con 21, Int 10, Wis 15, Cha 19
Base Atk +6; CMB +8; CMD 26
Feats Combat Stamina, Extra Path Ability[M], Extra Rogue Talent[APG], Improved Initiative, Mythic Paragon[M], Rapid Reload, Two-weapon Fighting (scaling), Weapon Finesse, Weapon Focus (hand crossbow)
Traits the dragon coast (human region), hass (der Ältere der Äonen), killer, selbstsucht (der Ältere der Äonen), spirit touched
Skills Acrobatics +24 (+32 to jump), Appraise +4, Bluff +8, Climb +10, Diplomacy +4 (+2 vs. creatures of a different race or culture), Disable Device +23, Disguise +8, Escape Artist +12, Intimidate +15, Knowledge (local) +7, Linguistics +5, Perception +15, Sense Motive +6 (+4 vs. creatures of a different race or culture), Sleight of Hand +19, Stealth +26, Use Magic Device +15; Racial Modifiers +2 Perception, +2 Stealth
Languages Akashic, Chondathan, Custom Language, Trade Tongue
SQ affirmation: chaotic, affirmation: evil, amazing initiative, charm gaze, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, divine source[MA], fickle attack[MA], improved initiative, no one of consequence[MA], rapid reload, recuperation, rogue talents (deadly range[UC], expert leaper, ledge walker, slow reactions, trap spotter, weapon training), shadow stealth[MA], surprise strike[MA], trapfinding +4, vanishing move[MA], weapon finesse, weapon focus, xenophobic
Other Gear +2 leather armor, +1 shortsword, +2 blackwood hand crossbow, - custom magic item -, - custom magic item -, belt of incredible dexterity +2, belt of mighty constitution +2, cloak of resistance +2, headband of alluring charisma +2, headband of inspired wisdom +2, 22,690 gp
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Tracked Resources
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Affirmation: Chaotic - 0
Affirmation: Evil - 0
Amazing Initiative (1/round) (Ex) - 0/1
Children of the Night (1/day) (Su) - 0/1
Harrow Points - 0
Mythic Power (11/day, Surge +1d8) - 0/11
Spirit Touched (1/adventure) - 0/1
Stamina Points - 0/11
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2
Affirmation: Evil You can spend an evil affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use an inflict spell or channel negative energy, or you gain a +4 bonus on a single weapon damage roll you make in pursuit of your own desi
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Damage Reduction (5/magic or silver) You have Damage Reduction against all except Magic or Silver attacks.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Leaper (Ex) Always running for jumps, add +8 to jump, and can negate more fall distance.
Fickle Attack (1s as max value) (Su) Treat natural 1s on damage rolls for attacks with weapons or alchmical items as highest possible number.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed.
No One of Consequence (DC 20) (Ex) Creatures must succeed at a Will save to remember information about you.
Rapid Reload (Hand crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Reload [Combat Trick] 5 stamina points to reduce reload time of a crossbow or firearm by one step. If already a free action, 2 stamina for +1
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Wein (Su) Charm humanoid or monstrous humanoid as the charm monster spell.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
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Domänen:
Darkness und Trickery