Post by Shifty on Nov 15, 2013 19:18:36 GMT 9.5
Stick your characters here, discuss changes, level up, whatever.
Here's a Catfolk Knife Master for ya, as requested by Ale.
Name: ??
Race: Catfolk
Class: Knife Master 3
Alignment: ??
HP: 9 + (2d8+2)
Initiative: +8 = 4 + 4
BAB: +2
AC: 18 = 4 + 4 (+1 vs light weapons)
Touch: 14, Flat Footed: 14
CMB: +3 = 2 + 1, CMD: 17 = 2 + 1 + 4 (+1 vs trip)
Speed: 30ft
Saves:
FORT: +2 (1 + 1)
REFLEX: +7 (3 + 4)
WILL: 0 (1 - 1)
Knife master (Archetype)
The knife master is a trained killer who specializes in close-up combat and the wave and weave of knife fighting. In her hands, daggers and other similar light blades become truly deadly instruments..
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.
Feats:
1: Improved Initiative
3: Weapon Finesse (dagger)
Possible future feats:
Quick Draw
Combat Expertise
Improved Feint
Two Weapon Fighting
Moonlight Stalker/Moonlight Stalker Feint/Moonlight Stalker Master (unfortunately requires Blind Fight)
Rogue Talents:
Underhanded (maximise damage on the surprise round if using a concealed weapon)
Possible future talents:
Deft Palm
Surprise Attack
Weapon Training
(Combat Feats)
Traits:
River Rat - +1 to dagger damage, +1 to Swim
Nimble Faller - Always lands on feet, +1 vs Trip attempts
Racial Traits:
Low-Light Vision
Cat's Luck: Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Racial favoured class option - Rogue: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
Languages: Common
Gear:
Wrist Sheath x2 - +2 Sleight of Hand to conceal daggers and small weapons (2gp)
Daredevil Softpaws - 10/Day +5 to Acrobatics to move through opponents square, +2 to attack that opponent (1,400gp)
+1 Returning Cold Iron Dagger (loot from Elyrium = 1,000gp)
Jubrahl's Special - as Mwk Kukri (100gp)
Sap
Mwk Chain Shirt (250gp)
Money: 48gp
Attacks:
+1 Returning Cold Iron Dagger +8 (2 + 4 + 2)
1d4+3 (+2d8 sneak attack)
Skills (+8/Level):
Acrobatics, Bluff, Disable Device, Escape Artist, Knowledge (Local), Sleight of Hand, Stealth = +3, Disguise, Perception, Survival = +1
The character is basically built to be amazing at hiding daggers up her sleeves, then whipping them out and shanking people with them before they realise what is happening. At the moment, she has a whopping +14 to conceal daggers in her wrist sheaths, a +8 to win the initiative roll, 1d4 + 2d8 +3 damage on a sneak attack, which is automatically maximised on a surprise round. That's 23 damage before the first round! I'VE CREATED A MONSTER!
Here's a Catfolk Knife Master for ya, as requested by Ale.
Name: ??
Race: Catfolk
Class: Knife Master 3
Alignment: ??
Stat | Racial modifier | Total | Modifier | |
STR | 12 | - | - | +1 |
DEX | 16 | +2 | 18 | +4 |
CON | 12 | - | - | +1 |
INT | 10 | - | - | 0 |
WIS | 11 | -2 | 9 | -1 |
CHA | 14 | +2 | 16 | +3 |
HP: 9 + (2d8+2)
Initiative: +8 = 4 + 4
BAB: +2
AC: 18 = 4 + 4 (+1 vs light weapons)
Touch: 14, Flat Footed: 14
CMB: +3 = 2 + 1, CMD: 17 = 2 + 1 + 4 (+1 vs trip)
Speed: 30ft
Saves:
FORT: +2 (1 + 1)
REFLEX: +7 (3 + 4)
WILL: 0 (1 - 1)
Knife master (Archetype)
The knife master is a trained killer who specializes in close-up combat and the wave and weave of knife fighting. In her hands, daggers and other similar light blades become truly deadly instruments..
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.
Feats:
1: Improved Initiative
3: Weapon Finesse (dagger)
Possible future feats:
Quick Draw
Combat Expertise
Improved Feint
Two Weapon Fighting
Moonlight Stalker/Moonlight Stalker Feint/Moonlight Stalker Master (unfortunately requires Blind Fight)
Rogue Talents:
Underhanded (maximise damage on the surprise round if using a concealed weapon)
Possible future talents:
Deft Palm
Surprise Attack
Weapon Training
(Combat Feats)
Traits:
River Rat - +1 to dagger damage, +1 to Swim
Nimble Faller - Always lands on feet, +1 vs Trip attempts
Racial Traits:
Low-Light Vision
Cat's Luck: Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Racial favoured class option - Rogue: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
Languages: Common
Gear:
Wrist Sheath x2 - +2 Sleight of Hand to conceal daggers and small weapons (2gp)
Daredevil Softpaws - 10/Day +5 to Acrobatics to move through opponents square, +2 to attack that opponent (1,400gp)
+1 Returning Cold Iron Dagger (loot from Elyrium = 1,000gp)
Jubrahl's Special - as Mwk Kukri (100gp)
Sap
Mwk Chain Shirt (250gp)
Money: 48gp
Attacks:
+1 Returning Cold Iron Dagger +8 (2 + 4 + 2)
1d4+3 (+2d8 sneak attack)
Skills (+8/Level):
Acrobatics, Bluff, Disable Device, Escape Artist, Knowledge (Local), Sleight of Hand, Stealth = +3, Disguise, Perception, Survival = +1
The character is basically built to be amazing at hiding daggers up her sleeves, then whipping them out and shanking people with them before they realise what is happening. At the moment, she has a whopping +14 to conceal daggers in her wrist sheaths, a +8 to win the initiative roll, 1d4 + 2d8 +3 damage on a sneak attack, which is automatically maximised on a surprise round. That's 23 damage before the first round! I'VE CREATED A MONSTER!