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Steel the 5th Wheel


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Str: 10, Dex: 15, Con: 13, Int: 14, Wis: 14, Cha: 10
Racial: -2 Str, +4 Dex, -2 Cha
4th: +1 Dex
Str: 8, Dex: 20, Con: 13, Int: 14, Wis: 14, Cha: 8

 

Standard Racial Traits

  • Ability Score Modifiers: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
  • Type: Goblins are humanoids with the goblinoid subtype.
  • Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Base Speed: Goblins have a base speed of 20 feet and a have a climb speed of 10 feet.
  • Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

  • Over-Sized Ears While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.

Movement Racial Traits

  • Cave Crawler Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Goblins with this racial trait have a base speed of 20 feet and lose the fast movement racial trait.

Senses Racial Traits

  • Darkvision: Goblins see perfectly in the dark up to 60 feet.
Edited by Steel Warrior (see edit history)
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Posted (edited)
Level BAB Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +0 Finesse Training, Magical Expertise (Ex), Spellcasting 3 1
2nd +1 +0 +3 +0 Evasion 4 2
3rd +2 +1 +3 +1 Alarm Sense (Su), Finesse Training, Sneak Attack +1d6 4 3
4th +3 +1 +4 +1 Debilitating Injury, Signature Wand (Ex) 4 3 1
5th +3 +1 +4 +1 Rogue's Edge 4 4 2
6th +4 +2 +5 +2 Wand Adept (Ex) 5 4 3

 

Traits: Color ThiefBenefit: You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor., Metamagic Master (mage armor)Choose: A spell of 3rd level or below.

Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
, Two-World MagicBenefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

Create Water

Drawback: CowardlyYou might face dangerous situations with bravado, but you are constantly afraid.

Effect Your base speed when frightened and fleeing increases by 5 feet, and the penalties you take from having the cowering, frightened, panicked, or shaken conditions increase by 1. If you would normally be immune to fear, you do not take these penalties but instead lose your immunity to fear (regardless of its source).

Feats: 1st: Graceful Athlete 3rd: Accomplished Sneak Attacker 5th: Extend Spell (Metamagic)

Spellbook

Spells Per Day: 0-lvl: 5, 1st: 5, 2nd: 4
Prepared
0-Level:
Create Water, Detect Magic, Disrupt Undead, Mage Hand, Prestidigitation
1st: Endure Elements, Identify, mage Armor, Protection from Evil, Shield
2nd: Scorching Ray x2, Cat's Grace, Web
Spellbook Spells

0-Level: Create Water (T-WM), Resistance, Acid Splash, Drench, Detect Fiendish Presence, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Vacuous Vessel, Bleed, Disrupt Undead, Touch of Fatigue, Chameleon Scales, Jolt, Mage Hand, Mending, Open/Close, Scrivener's Chant, Arcane Mark, Prestidigitation
1st: Alarm, Endure Elements, Protection from (chaos/evil/good/law), Mage Armor, Secluded Grimoire, Comprehend Languages, Identify, Magic Missile, Shield
2nd: Scorching Ray, Cat's Grace, Knock, Spider Climb, Make Whole, Web

 

Edited by Steel Warrior (see edit history)
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Posted (edited)

EiTR Feat Tax
Finesse Training

At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
The rogue can select a second weapon group at 11th level and a third at 19th level.

Edited by Steel Warrior (see edit history)
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Posted (edited)

16,000 Gp
Cloak of Resistance +2 4,000 Gp
Ring of Protection +1 2,000 Gp
Handy Haversack 2,000 Gp
Boots of the Elven Kind 2,500 Gp
Eyes of the Eagle 2,500 gp
Scroll lvl 1 25gp
Scroll lvl 2 150 gp
13,175 Gp

MW Thieves Tools 100 gp
+1 Rapier 2,320 gp
Darts x6 3gp
Silk rope 50 Gp
Grappling Hook 1gp
Rations x10
Waterskin x2
Flint & Steel
Spellbook
Scroll case x3
Wrist Sheath 1gp

Edited by Steel Warrior (see edit history)
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