Roxanna Diamondshard 6th PG 2

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Roxanna Diamondshard Abilities & Gear

Point-Blank Shot

Feat

You are especially accurate when making ranged attacks against


close targets.
Benefit : You get a +1 bonus on attack and damage rolls with
ranged weapons at ranges of up to 30 feet.

Precise Shot

Feat

Darkvision (60 feet)

Racial Ability,Senses (Dwarf)

A creature with darkvision can see in total darkness, usually to a


range of 60 feet. Within this range the creature can see as clearly
as a sighted creature could see in an area of bright light.
Darkvision is black and white only but otherwise like normal sight.

Defensive Training +4

Racial Ability

(Dwarf)

+4 dodge bonus to AC against monsters of the Giant subtype.

You are adept at firing ranged attacks into melee.

Greed

Prerequisite: Point-Blank Shot.


Benefit : You can shoot or throw ranged weapons at an opponent
engaged in melee without taking the standard 4 penalty on your
attack roll.
Appears In : Not New Paths Option: Use Scaling Feats

Sap Adept

Feat

You know just where to hit to knock the sense out of your foe.
Prerequisite: Sneak attack +1d6.
Benefit : Whenever you use a bludgeoning weapon to deal
nonlethal sneak attack damage, you gain a bonus on your damage
roll equal to the number of sneak attack damage dice you rolled.

Two-Weapon Fighting

Feat

You can fight with a weapon wielded in each of your hands. You
can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit : Your penalties on attack rolls for fighting with two weapons
are reduced. The penalty for your primary hand lessens by 2 and
the one for your off hand lessens by 6. See Two-Weapon Fighting
in Combat.
Normal: If you wield a second weapon in your off hand, you can
get one extra attack per round with that weapon. When fighting in
this way you suffer a 6 penalty with your regular attack or attacks
with your primary hand and a 10 penalty to the attack with your
off hand. If your off-hand weapon is light, the penalties are reduced
by 2 each. An unarmed strike is always considered light.

Armor Expert

Trait

You have worn armor as long as you can remember, either as part
of your training to become a knight's squire or simply because you
were seeking to emulate a hero. Your childhood armor wasn't the
real thing as far as protection, but it did encumber you as much as
real armor would have, and you've grown used to moving in such
suits with relative grace. When you wear armor of any sort, reduce
that suit's armor check penalty by 1, to a minimum check penalty of
0.
Appears In : Character Traits Web Enhancement, Advanced
Player's Guide Traits

Suspicious

Trait

You discovered at an early age that someone you trusted, perhaps


an older sibling or a parent, had lied to you, and often, about
something you had taken for granted, leaving you quick to question
the claims of others.

(Dwarf)

Hardy +2

Racial Ability

(Dwarf)

Gain a racial bonus on saving throws against poison, spells, and


spell-like abilities.

Hatred +1

Racial Ability

(Dwarf)

+1 racial bonus to attack rolls against humanoid creatures of the


orc and goblinoid subtypes because of their special training against
these hated foes.

Slow and Steady

Racial Ability,Movement (Dwarf)

Your base speed is never modified by armor or encumbrance.

Stability +4

Appears In : Ultimate Combat

Racial Ability

+2 racial bonus on Appraise checks made to determine the price of


nonmagical goods that contain precious metals or gemstones.

Racial Ability

(Dwarf)

+4 racial bonus to Combat Maneuver Defense when resisting a bull


rush or trip attempt while standing on the ground.

Stonecunning +2

Racial Ability

(Dwarf)

+2 racial bonus on Perception checks to potentially notice unusual


stonework, such as traps and hidden doors located in stone walls
or floors. Receive a check to notice any such features that they
pass within 10 feet of, whether or not they are actively looking.

Evasion (Ex)

Class Ability (Rogue)

If exposed to any effect that normally allows her to attempt a Reflex


saving throw for half damage, you takes no damage with a
successful saving throw.

Favored Enemy (Humans +2) (Ex) Class Ability

(Ranger)

At 1st level, a ranger selects a creature type from the ranger


favored enemies table. He gains a +2 bonus on Bluff, Knowledge,
Perception, Sense Motive, and Survival checks against creatures of
his selected type. Likewise, he gets a +2 bonus on weapon attack
and damage rolls against them. A ranger may make Knowledge
skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th
level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored
enemy (including the one just selected, if so desired) increases by
+2.
If the ranger chooses humanoids or outsiders as a favored enemy,
he must also choose an associated subtype, as indicated on the
table below. (Note that there are other types of humanoid to
choose fromthose called out specifically on the table below are
merely the most common.) If a specific creature falls into more than
one category of favored enemy, the ranger's bonuses do not stack;
he simply uses whichever bonus is higher.

Benefit : You gain a +1 trait bonus on Sense Motive checks, and


Sense Motive is always a class skill for you.
Appears In : Character Traits Web Enhancement, Advanced
Player's Guide Traits
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Roxanna Diamondshard Abilities & Gear


Class Ability (Rogue,Slayer)
Powerful Sneak (Ex)
Whenever a rogue with this talent takes a full attack action, she
can elect to take a 2 penalty on all attack rolls until the start of her
next turn. If an attack during this time is a sneak attack, she treats
all 1s on the sneak attack damage dice as 2s.

Special : This talent adds an effect to the rogue's sneak attack.


Only one such talent can be applied to an individual attack and the
decision must be made before the attack is rolled.
Appears In : Advanced Player's Guide

Sneak Attack +2d6

Class Ability (Rogue)

If a character can catch an opponent when he is unable to defend


himself effectively from her attack, she can strike a vital spot for
extra damage.
The character's attack deals extra damage anytime her target would
be denied a Dexterity bonus to AC (whether the target actually has
a Dexterity bonus or not), or when the character flanks her target.
Should the character score a critical hit with a sneak attack, this
extra damage is not multiplied. Ranged attacks can count as sneak
attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an
unarmed strike), a character can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a
weapon that deals lethal damage to deal nonlethal damage in a
sneak attack, not even with the usual 4 penalty.
The character must be able to see the target well enough to pick
out a vital spot and must be able to reach such a spot. A
character cannot sneak attack while striking a creature with
concealment.
Class Ability (Rogue,Slayer)
During the surprise round, opponents are always considered flatfooted to a rogue with this ability, even if they have already acted.

Surprise Attacks (Ex)

Track +1

Class Ability (Ranger)

A ranger or slayer adds 1/2 his level (minimum 1) to Survival skill


checks made to follow tracks.

Trap Sense +1 (Ex)

Trap sense bonuses gained from multiple classes stack.

Class Ability (Rogue)

A rogue adds 1/2 her level on Perception checks to locate traps


and on Disable Device checks (minimum +1). A rogue can use
Disable Device to disarm magic traps.

Uncanny Dodge (Ex)

Class Ability (Ranger)

The typical domestic animal has a starting attitude of indifferent,


while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to
study each other, which means that they must be within 30 feet of
one another under normal conditions. Generally, influencing an
animal in this way takes 1 minute but, as with influencing people, it
might take more or less time.
A character can also use this ability to influence a magical beast
with an Intelligence score of 1 or 2, but she takes a -4 penalty on
the check.

Merciful (+2 merciful mithral heavy mace)

Weapon Power

A merciful weapon deals an extra 1d6 points of damage, but all


damage it deals is nonlethal damage. On command, the weapon
suppresses this ability until told to resume it (allowing it to deal
lethal damage, but without any bonus damage from this ability).
Construction
Requirements: Craft Magic Arms and Armor,

cure light wounds

Vital Guard (+2 vital guard darkleaf cloth studded leather)


Armor

Power

A truly well-designed armor reinforces its defense in the most


vulnerable locations.
Whenever an opponent scores a critical threat against the wearer,
treat the wearers armor bonus as +2 higher than normal for the
confirmation roll.
This upgrade reduces the wearer's speed by 5 feet; the Slow and
Steady dwarven racial ability enables dwarves to ignore the
associated speed penalties.
Appears In : Faction Guide

Class Ability (Rogue)

A character gains an intuitive sense that alerts her to danger from


traps, giving her a +1 bonus on Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks made by traps.
These bonuses rise to +2 when the character reaches 6th level, to
+3 when she reaches 9th level, to +4 when she reaches 12th level,
to +5 at 15th, and to +6 at 18th level.

Trapfinding +2

Wild Empathy +2 (Ex)

A character can improve the attitude of an animal. This ability


functions just like a Diplomacy check made to improve the attitude
of a person. The character rolls 1d20 and adds her class level and
her Charisma modifier to determine the wild empathy check result.

Class Ability (Rogue)

You gain the ability to react to danger before her senses would
normally allow you to do so. You cannot be caught flat-footed, nor
do you lose your Dex bonus to AC if the attacker is invisible. You
still lose your Dexterity bonus to AC if immobilized. You can still
lose your Dexterity bonus to AC if an opponent successfully uses
the feint action against you.

Stunstone

Wondrous Item

This naturally occurring, glowing purple crystal can be thrown as a


ranged attack with a range increment of 20 feet. When it strikes a
target or hard surface (or is struck hard), the crystal shatters in a
burst of sound and light. Every creature in a 10-foot-radius spread
is outlined in faerie fire , takes 1d8 points of sonic damage, and
must make a DC 13 Fortitude save or be stunned for 1 round.
Construction
Requirements Craft Wondrous Item, Craft (alchemy) 5 ranks,
fire , sound burst ; Cost 175 gp

faerie

Appears In : Serpent's Skull

Wound paste (5 uses)

Wondrous Item

Prized by slavers as an affordable way to stop a captive from


bleeding to death, a dose of wound paste acts as a stabilize spell
when slathered on a dying creature. Applying wound paste is a
standard action that provokes an attack of opportunity. A pot of
wound paste contains 5 doses.
Construction
Requirements Craft Wondrous Item, stabilize; Cost 25 gp
Appears In : Advanced Race Guide

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

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