NN Small Humanoid
Male Kobold Rogue 3 lvl
16 yo, 2'2'', 37 lbs
XP:1250
ABILITY SCORES:STR 9 [-1] (13 - 4 Race)
DEX 19 [+4] (17 + 2 Race)
CON 10 [-] (12 - 2 Race)
INT 14 [+2]
WIS 15 [+2]
CHA 11 [-]
SAVING THROWS:Fort +1 = + 1 class
Ref +7 = + 3 class + 4 DEX
Will +1 = + 1 class
COMBAT STATS:Hit Points 24 = 8 + 16 lvl up
AC 1 (1 with shield) 18 = 10 + 4 DEX + 1 SIZE + 1 NAT. + 2 ARMOR
Flat-Footed AC 14 = 10 + 1 SIZE + 1 NAT. + 2 ARMOR
Touch AC 15 = 10 + 4 DEX + 1 SIZE
BAB +2
Grapple -3 = +2 BAB - 1 STR - 4 size
Initiative +4 = + 4 DEX
Speed 30’'
Attack #1 +7 dagger 1d3-1, 19-20x2, 10ft = +2 BAB +4 DEX +1 size.
Attack #2 +8 MW hand crowwbow 1d3, 19-20x2, 30ft = +2 BAB +4 DEX +1 size +1 masterwork
Attack #3 +7 sap 1d4-1, x2 = +2 BAB +4 DEX +1 size.
SKILLS (10 = 8 (1 lvl rogue) + 2( INTl)) :
+10 Craft (trapmaking) (INT) = 6 rank + 2 INT+ 2 race
+8 Sense Motive (WIS) = 6 rank +2 WIS
+8 Disable Device (INT) = 6 rank + 2 INT
+14 Hide (DEX) = 6 rank + 4 DEX+ 4 size
+10 Move Silently (DEX) = 6 rank + 4 DEX
+10 Tumble (DEX) = 6 rank + 4 DEX
+10 Search (WIS) = 6 rank + 2 WIS+2 race
+8 Open Lock (INT) =6 rank + 2 DEX
+8 Listen (WIS) = 6 rank + 2 WIS
+8 Spot (WIS) = 6 rank + 2 WIS
Languages: Common, Draconic, Goblin
FEATS:Combat Expertise
Weapon Finesse
Kobold Racial Traits:-4 Strength, +2 Dexterity, -2 Constitution.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Racial Feats: A kobold character gains feats according to its character class.
+1 natural armor bonus.
Special Qualities (see above): Light sensitivity.
Favored Class: Sorcerer.
CLASS FEATURES:- Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
- Sneak Attack +2d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra 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 nonlethal 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 attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
- 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, figure out how it works, and bypass it (with her party) without disarming it.
- Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
- Trap Sense +1 (Ex)
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.
ИнвентарьLeather Armor (+2 AC, +6 max DEX, 7.5lb) - 10gpB
3x Dagger (1d3 19-20x2 10ft 1.5lb) - 6gpB
Hand Crossbow, masterwork (1d3 19-20x2 30ft 1lb) - 400gpB
30x Bolts (1.5lb) - 3gpB
Sap (1d4* x2 1lb) - 1gpB
Backpack (0.5lb) - 2gpB
2x Caltrops (4lb) - 2gpB
Flint and Steel - 1gpB
Thieves tools, masterwork (2lb) - 100gpB
Artisan's tools, masterwork (2lb) - 55gpB
Bedroll (1.25lb) - 1spB
Traps: (467 + 584 = 1051 gpB)
Bear trap x2
CR 1; mechanical; location trigger; manual reset; Atk +10 melee (2d6+2 piercing and slashing); Search DC 20; Disable Device DC 15. Market Price: 700 gpB.
37 gp, 8 sp, 9 cp.