Fighter/rogue in Ad&d, swashbuckler/rogue in PF1E, and now ranger/rogue… I could revise this character in time when more classes become available for Gestalt.
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Character Name |
Level |
Lineage |
Culture |
Class (Primary) |
Class (Secondary) |
Killit Goldburrow |
1 |
Halfkin |
Halfish |
Ranger |
Rogue |
Keywords: Humanoid, Halfkin, Ranger, Rogue, Martial, Talented, Support
Oaths
- I value my friends, my family, and a peaceful life.
- Life should be fun. To mock and rob nasty people is fun and is not a bad thing.
Ability Modifiers
STR |
+1 |
DEX |
+2 |
CON |
+1 |
INT |
+1 |
WIS |
+2 |
CHA |
+2 |
Hero Dice Pool
8 / 10
Defenses
HP: 30 (20+ [10 x 1])
AC: 18 (10 + 4 Prof + 2 Dex + 2 Armor)
Speed: 20 ft.
Size: Small; Reach: 5 ft
Saves:
- Fort: +5
- Ref: +6
- Will: +3
Initiative: +6
Senses
Detect (hunted)
Defenses |
Ability Score |
Proficiency |
Bonus |
Defense Prof. |
DEX |
Prof |
+6 |
Fortitude Save |
CON |
Prof |
+6 |
Reflex Save |
DEX |
Prof |
+6 |
Will Save |
WIS |
Sk |
+3 |
Trained Armor: Light, Medium
Defensive Abilities/Qualities:
- Threshold 10 (vs feet damage)
Offense
Attack |
To Hit |
Damage |
Special |
Melee |
|||
Dagger |
+6 |
1d4+1 S or P |
Finesse, Thrown (15 ft.) |
Hunt Dagger |
+9 |
1d4+1 S or P |
Finesse, Thrown (15 ft.) |
Ranged |
|||
Sling |
+9 |
1d4 B |
Ranged (300 feet), Ammo (Sling Stones), Slow Reload, Critical (19-20) |
Hunt Sling |
+12 |
1d4 B |
Ranged (300 feet), Ammo (Sling Stones), Slow Reload, Critical (19-20) |
Dagger |
+9 |
1d4 S or P |
Finesse, Thrown (15 ft.) |
Hunt Dagger |
+12 |
1d4 S or P |
Finesse, Thrown (15 ft.) |
Other Proficiencies (Weapons, Spellcasting) |
Ability Score |
Proficiency |
Bonus |
All Simple Weapons |
Str/Dex |
Prof |
+5/+6 |
All Martial Weapons |
Str/Dex |
Prof |
+5/+6 |
All Ranged Weapons |
Dex |
Excep |
+9 |
Special Actions |
Action Cost |
Effect |
Hunt |
1 |
Select a creature you can see. Gain +3 to attack rolls and skill checks targeting that creature for 1 hour. |
Sneak Attack |
N/A |
Whenever you successfully make an attack roll against a target who is at a disadvantage you add any 1 exploit you know to the attack. |
Skills
Skills |
Ability Score |
Proficiency |
Bonus |
Academia |
INT |
Un |
+1 |
Acrobatics |
STR/DEX |
Prof |
+5/+6 |
Animal Husbandry |
DEX/WIS |
Un |
+2/+2 |
Aquatic |
DEX/INT |
Un |
+2/+1 |
Arcane Lore |
INT |
Un |
+1 |
Athletics |
STR/CON |
Prof |
+5/+5 |
Bluff |
CHA |
Prof |
+6 |
Fieldcraft |
WIS |
Excep |
+9 |
Intimidate |
STR/CHA |
Un |
+1/+1 |
Investigation |
INT/WIS |
Sk |
+2/+3 |
Medicine |
INT/WIS |
Un |
+1/+2 |
Merchant Lore |
INT/CHA |
Un |
+1/+2 |
Military Lore |
INT |
Un |
+1 |
Perception |
WIS |
Prof |
+6 |
Perform |
INT/CHA |
Un |
+1/+2 |
Profession |
INT/WIS/CHA |
Un |
+1/+2/+2 |
Politique |
INT/CHA |
Prof |
+5/+6 |
Religion |
INT/WIS |
Un |
+1/+2 |
Stealth |
DEX |
Excep |
+9 |
Tech. Lore |
DEX/INT |
Prof |
+6/+5 |
Primary Class Features
Signature- Determined Hunter: Spend 1 Hero Dice to grant yourself 1 additional action this turn. This can only be done once per turn and this action must exclusively target an enemy creature you’re hunting.
- Hunt: As a single action you can select a creature you can see and make it the target of your hunt. You get a +3 on attack rolls and skill checks directly targeting (or pertaining to) the target of your hunt. You cannot hunt another target until your current target is dead, flees (i.e., is no longer relevant), or 1 hour passes.
- Track: You gain Detect (hunted).
Boost: You can spend a Hero Dice to gain an Absolute bonus on a check to track the target of your hunt.
Secondary Class Features
- Sneak Attack: Whenever you successfully make an attack roll against a target who is at your mercy you can take advantage of them in various ways. Add any 1 Exploit you know to the attack.
You start with the following 3 Exploits:
Vicious: You gain a bonus on this damage roll equal to 1/2 your level (round up).
Slick: Inflict the Impaired 2 condition for 1 minute.
Crafty: Make a free Disarm, Steal, or Trip combat maneuver.
Feats
Honors
Lineage Traits
- Lucky: You add 3 Hero Dice to your personal Hero Dice pool at the start of each session and recover up to 5 Hero Dice with a short rest (if you were below that number).
- Marching on Your Stomach: So long as you have had a meal within the last hour you reduce any Tired and Impaired effects by 1, to a minimum of Tired or Impaired 1.
- Thick Feet: You gain threshold 10 against caltrops, dangerous terrain, and other things that cause damage to the feet. At 10th level this improves to threshold 20.
Cultural Traits
- Eternally Hopeful: When making a save vs. a spell or fear effect, you add 1 Free Hero Dice.
Languages
Common, Halfish, Far-Call, Thief Cant
Gear
Weapon |
Dmg Dice |
Dmg Type |
Crit |
Qualities |
Bulk |
Group |
Dagger |
d4 |
S or P |
None |
Finesse, Thrown (15 ft.) |
L |
Blade |
Sling |
d4 |
B |
None |
Ranged (300 feet), Ammo (Sling Stones), Slow Reload, Critical (19-20) |
L |
Other |
Armor |
AC |
Max Dex |
Qualities |
Threshold |
Boiled Leather |
+2 |
+6 |
None |
— |
Other Gear |
Bulk |
|
|
Gold: —
Bulk: x/6
Sundries Allotment: 50/50
Biography
Killit lost both her parents to an epidemic disease when she was still very little. She was raised by her maternal grandmother, an energetic old lady who soon after also adopted a human orphan entrusted to the halfkin’s care (Gunnar). The two grew up together as siblings, but Gunnar became an adolescent much sooner than Killit and was restless. When Gunnar escaped home to search his way in the world and the man who betrayed his parents, Killit followed him in secret and so came to know the other members of the party. She soon became Anton’s pupil, but thieving is more like a sport for her. Returned to her grandmother, Killit waited to grow up enough to follow her brother and friends in their travels and adventures.
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