domenica 15 agosto 2021

Killit Aurabuca, Halfling Savant

 I was re-reading my older posts and found that one hero of Worldcenter was not yet presented here in any form. So here she is in the Spheres of Might version (the newest options allow builds much nearer to my original concept).

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Killit Aurabuca

Halfling Savant 1

CG Small humanoid (halfling)

Init +3; Senses Perception +3

Defense

AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)

hp 11 (1d10+1)

Fort +4, Ref +4, Will +2; +2 racial vs. fear

Offense

Speed 20 ft.

Melee dagger +5 (1d3) or shortsword +5 (1d4, 19-20)

Ranged dagger +5 (1d3) or sling +5 (1d3)

Special Attacks fatal thrust +1d6, strain +2

Martial
Tradition
Thief (Equipment sphere: Dagger Bravo, Rogue Weapon Training; Fencing Sphere; Scoundrel sphere); PAM Cha

Equipment sphere - DC 13, Talents Dagger Bravo, Rogue Weapon Training

- dagger bravo (increase critical threat and range of a dagger sized for you)

-rogue weapon training (proficient with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip; +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person).

Fencing Sphere- DC 13, Talents none, Drawbacks none
- fatal thrust (+1d6 precision damage vs. a target within 30 ft. that you are flanking, is flat-footed, or has lost its Dexterity bonus to AC).

Scoundrel sphere - DC 13, Talents none, Drawbacks none
- swift hands (use your Dexterity with dirty trick or steal maneuvers and use your ranks in Sleight of Hand as your base attack bonus for dirty trick or steal maneuvers; apply any enhancement bonuses to your unarmed strikes to dirty trick and steal combat maneuvers)
- marked target
(batter a creature as a swift action and inflict a -1 penalty on Perception checks for 1 round; apply trick talents to steal or dirty trick combat maneuvers or Sleight of Hand checks)

Statistics

Str 10, Dex 16, Con 13, Int 13, Wis 12, Cha 16

Base Atk +1; CMB +0 (+7 with dirty trick and steal); CMD 13

Traits Helpful, Inspiring

Feats Weapon Finesse

Skills Acrobatics +9, Bluff +8, Diplomacy +7, Disable Device +4, Sleight of Hand +8, Stealth +4, Use Magic Device +4

Languages Common, Elven, Halfling

SQ flexible combat training, insights 3/day (conditioning, skill mimicry, talent shift; DC 13)

Gear dagger (2 gp), leather armor (10 gp), rogue’s kit (50 gp), shortsword (10 gp), sling with 10 bullets (1sp), smoke pellet (25 gp), 7 gp, 9 sp

Special Abilities

Equipment: Dagger Bravo Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)

Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

Fencing Sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.

When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Flexible Combat Training (Ex) A savant may combine combat spheres and talents to create powerful martial techniques.

Savants are considered Proficient combatants. When they gain their first level in the savant archetype, savants may choose either Charisma, Intelligence or Wisdom as their practitioner modifier. Whenever a savant rests for 8 hours (or the equivalent), he may change any and all combat talents gained from savant levels, choosing new spheres and new talents.

Combat talents gained as part of levels taken in other classes, as part of his martial tradition, or combat talents gained from taking the Extra Combat Talent feat are not eligible to be changed in this fashion.

Insights (Ex) Savants have learned to master their own bodies, pushing themselves in truly remarkable ways and using this knowledge, they may help or harm others as well. A savant may use insights a number of times per day equal to his practitioner modifier, which refreshes when he rests for 8 hours (or the equivalent). Whenever an insight calls for a saving throw, the DC is equal to 10 + ½ the savant’s level + the savant’s practitioner modifier. A savant may only use insights of his level or lower. Unless noted, using an insight is a free action that may be taken even when it isn’t the savant’s turn.

  • Conditioning: At 1st level, the savant may spend a use of insight when making a Strength, Dexterity, or Constitution-based ability check or skill check (but not an attack roll, combat maneuver roll, or save) to roll twice and take the best result.
  • Skill Mimicry: At 1st level, when the savant sees a creature make a Strength or Dexterity-based skill check, he may spend a use of insight to use that creature’s modifier on checks made for that skill for a number of minutes equal to his practitioner modifier. This bonus includes attribute, class, feat, trait, and class skill bonuses but not other bonuses, such as circumstance, competence, insight, sacred, nor any bonus granted by a spell or magic item.
  • Talent Shift: At 1st level, the savant may spend a use of insight to swap one talent gained from flexible combat training for another talent. Any prerequisites of the talent must still be met. He keeps this talent for a number of rounds equal to his practitioner modifier; afterwards the talent is lost. The original talent is regained after a 10 minute rest.

Scoundrel Sphere Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

All practitioners of the Scoundrel sphere gain the following abilities:

Scoundrel: Swift Hands You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Scoundrel: Marked Target

You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.

Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

Strain (Ex) At 1st level, as a free action a savant may increase his base attack bonus by 2 until the end of his turn. Doing so is extremely taxing, leaving him fatigued for 1 round. This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

When activating this ability, if he fails to deal damage or succeed on a combat maneuver before the beginning of his next turn, he must make a Fortitude save equal to 10 + class level or be dazed instead of fatigued. These conditions bypass immunity. If the savant is already fatigued, he is instead exhausted and if exhausted, he instead falls unconscious for the same duration.

How to Play Killit

Killit is young and optimistic. She sees the thief’s way as a game more than a job, and is always ready to learn new things and give a chance to anyone she meets. Deep down she doesn't think there is something as a really evil creature, but is more than capable to defend herself and her friends when it’s needed. Killit is a regular ray of hope in the lives of those she loves, and many times she has found a way out of unbearable odds when wiser and smarter sages weren’t able to.

Future Abilities

Martial Talents 100,000 Arrows, Barrage sphere, Blitz Focus, Bouncing Shot, Dagger Dancer, Distracting Shot, Fast Draw, Improved Grifting, Intercepting Shot, Lethal Precision, Master Thief, Sniper sphere, Versatile Fighter

Feats Agile Maneuvers, Blinding Flash, Cloak and Dagger Style, Cloak and Dagger Subterfuge, Cloak and Dagger Tactics, Courageous Resolve, Defensive Combat Training, Extra Combat Talent (x3), Lucky Halfling, Lucky Strike, Nimble Moves, Throw Anything, Vital Strike

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