Dickass Tim (Kassan, Scorpion Slayer) CG
Character Name Alignment
Ranger (Trapper, Wild Stalker) 3 , U. Rogue (Trapsmith, Snare Setter) 3
Character Level
Kobold
Humanoid (Reptilian, Kobold)
S
Race Size
M 18
Gender Age
3' 31 lbs
Height Weight
Blue Amber Gold
Hair Eyes
The Won Hypocrisy Truth
PB: 14, 14, 10, 16, 16, 10
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
8 -1 N/A -1
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
16 +3 N/A +3
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
24
0
0
Initiative
Dex
Modifier
+4
+3
+1
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
16
+3
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
13
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +3 +3 CON -1 +1 +0 +0
Reflex +7 +3 DEX +3 +1 +0 +0
Will +5 +1 WIS +3 +1 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+3 +3 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
15 10 +3 +0 +3 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
-
-
-
-
-
-
Languages

Draconic, Common, Undercommon, Dwarven

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +9 (DEX)  +3 +3 +3
Bluff +0 (CHA)  +0 +0 +0
Climb +0 (STR)  +0 +0 +0
Diplomacy +0 (CHA)  +0 +0 +0
Disable Device* +10 (DEX)  +3 +3 +4
Disguise +0 (CHA)  +0 +0 +0
Escape Artist +9 (DEX)  +3 +3 +3
  Fly +3 (DEX)  +3 +0 +0
Heal +3 (WIS)  +3 +0 +0
Intimidate +0 (CHA)  +0 +0 +0
  Knowledge: Arcana +3 (INT)  +3 +0 +0
Knowledge: Dungeoneering +9 (INT)  +3 +3 +3
Knowledge: Local +9 (INT)  +3 +3 +3
Knowledge: Nature +9 (INT)  +3 +3 +3
  Knowledge: Planes +3 (INT)  +3 +0 +0
  Knowledge: Religion +3 (INT)  +3 +0 +0
Perception +13 (WIS)  +3 +3 +7
  Ride +3 (DEX)  +3 +0 +0
Sense Motive +9 (WIS)  +3 +3 +3
Stealth +9 (DEX)  +3 +3 +3
Survival +9 (WIS)  +3 +3 +3
Swim +6 (STR)  +0 +3 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +9 (INT)  +3 +3 +3
Craft: Traps +14 (INT)  +3 +3 +8
  Knowledge: Engineering +3 (INT)  +3 +0 +0
Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
Profession: Miner +5 (WIS)  +3 +0 +2
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Wild Empathy +3 (CHA)  +0 +3 +0

* only usable when trained (rank 1 and higher)
Skill Notes
Trapfinding, Trapsmithing, & Tracking
    • +1/2 Ranger Level (+1) to Survival checks to follow tracks
    • +1/2 Rogue Level + 1/2 Ranger Level (+2) to Perception checks made to find traps
    • can use Disable Device or Craft (Traps) to disarm traps, including magical traps.

Occupation: Trap Slut
Tim is a massive whore for traps, he can find them anywhere, like a crack addict. He can make traps out of anything, like a crack addict. If traps were crack, he'd be a crack addict. +1 bonus to Perception and Craft (Traps)
Feats

Non-Leveling FeatsExtra Rogue Talents (x2, MD & CC+)
+2 Rogue Talents
Leveling Feats1) Expansive Trap Ability
You can designate any ranger trap or land mine you lay to occupy up to 4 contiguous squares of your choice. When the trap is activated, the effect is centered on whichever square the triggering creature first entered. If more than one square is entered simultaneously, choose at random.
3) Extra Rogue Talent (x1)
+1 Rogue Talent
Class Bonus FeatsDeft Maneuvers (Rogue 1)
You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action.

You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Learn Ranger Trap (Snare Setter 1)
Select one ranger trap. You may use this trap a number of times per day equal to your 1/2 Rogue Level + Intelligence bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character’s level + your Intelligence bonus, and it lasts 1 day per Rogue Level
Endurance (Ranger 3)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Special Abilities

Ranger TrapsSnare Setter (4/day; DC 14): Blightburn Trap
This trap strikes the target with a small shard of blightburn, dealing 3d6 points of fire damage, 1d3 points of Constitution damage, and 1d3 points of Charisma damage. A successful Fortitude save negates the ability damage and halves the fire damage. The ranger must supply a sliver of blightburn, a dangerous task in itself, though storing the blightburn in a lead vial makes the task less risky.
Quicksand Trap
The trap and all adjacent squares become quicksand (Pathfinder RPG Core Rulebook 427) as long as they contain loose sand or soil. The Swim DC to move in this quicksand is equal to the trap’s save DC, and the Swim DC to tread in the quicksand is equal to the trap’s DC – 5. The quicksand lasts for a number of rounds equal to the ranger’s level. When the effect ends, any creature still in the quicksand is returned to the surface prone.

 
Tripwire Trap
A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Traits

TraitsArcane Temper (Magic)
You gain a +1 trait bonus on concentration and initiative checks.
Coherent Rage (Combat)
You may use stealth normally while raging.
Drake-Trained (Social)
You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on skill checks attempted as part of trying to influence a dragon.
Elaborate Trapper (Race)
When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap’s Disable Device DC increases by 2.
Trap Savvy (Regional)
You gain a +1 trait bonus on Craft (traps) checks, and gain a +1 bonus to AC against attacks by traps or on saving throws against effects created by traps.
DrawbacksMD) Frail
You lose 1 hit point per every Hit Die you possess, starting at 1st level.
Racial FeaturesABI
+2 Dex, -4 Str, +2 Con
FCB
+3/2 Trap Sense AC bonus
Crafty
Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Darkvision 60'
Kobolds can see perfectly in the dark up to 60 feet.
Dragonmaw
Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage.
Light Sensitivity
Kobolds lives in darkness have caused them to suffer from light sensitivity. Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Bite +6 x2 B/P/S 5' - 1d4+3
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Masterwork Studded Leather+3Light-015%10 lbs-
Arms & Equipment

Coin

Tim's Coin Purse


Coin TypeQuantityWeight
Total GP Value3150.72
Plat310.62
Gold50.1
Silver00
Copper00
Magic Item Slots
Other Magic Items

Tim's Other Magic Items

Aura:Caster Level:Body Slot:Price: 2000;  Weight:

StorageHandy Haversack
Aura moderate conjuration; CL 9th; Slot none; Price 2,000 gp; Weight 5 lbs.
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


 
Mundane Items

Dickass Tim's Mundane Items

Aura:Caster Level:Body Slot:Price: 685;  Weight: 12 

ArmorStudded Leather
Cost 175 gp; Weight 10 lbs; Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty -0; Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft.
ClothingExplorer's Outfit
Price 10 gp; Weight 2 lbs.
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
TrapsFalling Brick Trap (free mundane item)
Value: 3,000gp; CR: 3; Type: mechanical; Perception: DC 20; Disable Device: DC 20; Trigger: manual; Reset: manual
Effect: falling bricks (all in a 10-ft.-square area 4d6 damage (DC 20 Reflex save for half damage)
Spiked Pit Trap
Value: 500gp; CR: 2; Type: mechanical; Perception: DC 20; Disable Device: DC 20; Trigger: location; Reset: manual
Effect: 10-ft.-deep pit (1d6 falling damage pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)


 

Class Features

RangerFavored Terrain
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
  • Desert (Sand & Wastelands): +2
Strong Senses
At 1st level, a wild stalker’s life among the wild has sharpened his senses. He gains low-light vision and a +1 bonus on Perception checks. If he already has low-light vision, he gains a +2 bonus on Perception checks instead. This bonus increases by +1 for every four levels after 1st (to a maximum of +6 at 20th level, or +7 if the character did not gain low-light vision from this ability). This ability replaces the ranger’s first favored enemy ability.
Track
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Trapfinding
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Uncanny Dodge
At 2nd level, a wild stalker gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a Wild Stalker already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
RogueFinesse 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.
  • level 3: Natural
Trapper
At 1st level, a snare setter gains Learn Ranger Trap (see page 24) as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he’s considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap.
Trapsmithing
A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps.
Evasion
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.
Rogue Talents
  • 2) Cunning Trigger: A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed.
  • e) Quick Trapsmith: As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.
  • e) Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
  • e) Extra Ranger Trap
Deadly Traps (+1d6)
At 3rd level, the snare setter’s traps deal an additional 1d6 points of damage on the first round they’re activated. This damage is of the same type the trap normally deals. Traps that don’t deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th).
Danger Sense (+1)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

M.Grom.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed