![]() Trapfinding +5 Gain a bonus to find or disable traps, including magical ones. Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps. Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed. Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed. You cannot be flanked unless the attacker is Level 15. Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. Other Gear Howling Skull Armor, +3 Light Steel Shield, +1 Returning hand Axe, +3 Shortsword, 150 GPīleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.Ĭombat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.Ĭrippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.ĭazzling Display (Shortsword) Intimidate check to demoralize can affect those within 30’ who see you.ĭefensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.Įvasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. SQ rogue talents (bleeding attack +6, crippling strike, defensive roll, finesse rogue, ledge walker), trapfinding +5 Skills Acrobatics +24, Appraise +10, Bluff +11, Climb +12, Diplomacy +10, Disable Device +16, Intimidate +19, Knowledge (local) +11, Perception +14 (19 to locate traps), Profession (Mariner) 12, Profession (sailor) +20, Sense Motive +5, Sleight of Hand +12, Stealth +14, Survival +8, Swim +14 I recommend printing some sort of character index for the crew if your PCs are attempting to influence them to start the mutiny. However, an early mutiny is workable if you plan for it. Str 14, Dex 20, Con 22, Int 12, Wis 12, Cha 10įeats Combat Reflexes (6 AoO/round), Dazzling Display (Shortsword), Improved Critical (Shortsword), Improved Initiative, Improved Iron Will (1/day), Iron Will, Shatter Defenses (Shortsword), Shield Focus, Toughness +16, Weapon Finesse, Weapon Focus (Shortsword), Weapon Specialization (Shortsword) The first book is designed to be very slow going and introduce the PCs to life on a ship and their crew, and build their hatred of specific people. Special Attacks sneak attack 6d6, weapon training abilities (light blades +1) fear)ĭefensive Abilities bravery 1, evasion, improved uncanny dodge (lv >=15), trap sense AC 25, touch 15, flat-footed 20 (6 armor, 4 shield, +5 Dex)įort 13, Ref 13 (3 bonus vs.
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