AC: 19| HP: 25 / 30 |
Perception: +9 | Fort: +6 | Ref: +10 | Will: +9 Hero Points:: 1/1 | Movement: 20' - Conditions:
"That one for you two.
This one for us"
Mic mutters as he hustles between both and around the other side of the furthest to put him at its back while it understandably keeps a wary eye on the burly, shielded dwarf at its doorstep so to speak. Aiming to stab its kidney or lung or gizzard, who knows with these brutish creatures.
"Actions - Out of Character, link to Sheet"
https://www.myth-weavers.com/sheet.html#id=2601808
Stride.
Stride
Strike
Rapier +9. Others +8
Spell attacks +7. Spell DCs 17
Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder. Darkvision. Perception +9. Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8
Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5) +8 (60') Damage 1d6 (P) deadly d10
Coins: 18g. 4s. 6c
Silver key from Tangletop's study (10gp
*Wayfinder* Activate command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips: Druid Archetype (Leaf Order)
Electric Arc 30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)
Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw
Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
"Feats and Abilities and Spells and Special Items"
Trapfinder. Darkvision. dark = black and white
Cantrips: Druid Archetype (Leaf Order)
Electric Arc 30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)
Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.
*Bonus Ancestry Feat*
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.
Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket),
Sneak Attack, if foe Flat-Footed
Surprise Attack 1st Round, if roll Stealth or Dec for Init. not acted = FF to me
Additional Feats
Quick Draw
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg
Rock Runner ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF
Steady Balance Sucess w Balance action = crit success
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge
Trap Finder always on +1 Perc, AC, Saves of Traps
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
"Spells"
Traditions arcane, primal
Electric Arc
Cast somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4
Disrupt Undead Cantrip 1 Cantrip Necromancy Positive
Source Core Rulebook pg. 331 4.0 Traditions divine, primal
Bloodline psychopomp Cast somatic, verbal
Range 30 feet; Targets 1 undead creature Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.