subsulcus: (pic#12964530)
2019-03-02 09:02 pm

d&d - homebrewed out

Female Human

Telepath 1 / Aristocrat 2 / Factotum 7

True Neutral

Strength 16 (+3)
Dexterity 19 (+4)
Constitution 10 (+0)
Intelligence 20 (+5)
Wisdom 12 (+1)
Charisma 12 (+1)


Total Hit Points: 51

Speed: 30 feet
Armor Class: 14 = 10 +4 [dexterity]
Touch AC: 14
Flat-footed: 10
Languages: Common, 5 other languages

Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]
Fortitude save: +6 = 5 [base] +1 [passionate]
Reflex save: +9 = 5 [base] +4 [dexterity]
Will save: +7 = 7 [base] +1 [wisdom] -1 [passionate]
Attack (handheld): +10/+3 = 7 [base] +3 [strength]
Attack (unarmed): +10/+3 = 7 [base] +3 [strength]
Attack (missile): +11/+6 = 7 [base] +4 [dexterity]
Grapple check: +10/+3 = 7 [base] +3 [strength]


Feats:
Acrobatic
Agile
Blind-fight
Combat Reflexes
Dodge
Mobility
Improved Initiative
Improved Unarmed Strike
Deadly Precision
Clever Wrestling

Frail [flaw]
Inattentive [flaw]


Traits:
Absent-Minded
Passionate
Uncivilized


Skills:
Appraise Int 5 = +5
Balance Dex* 23 = +4 +15 +2 [tumble] +2 [agile]
Bluff Cha 5 = +1 +5 -1 [uncivilized] [disadvantage]
Climb Str* 8 = +3 +5
Concentration Con 0 = +0
Diplomacy Cha 5 = +1 +3 +2 [bluff] -1 [uncivilized] [disadvantage]
Disable Device Dex 7 = +4 +3
Disguise Cha 1 = +1 [disadvantage]
Escape Artist Dex* 16 = +4 +10 +2 [agile]
Forgery Int 5 = +5
Gather Information Cha 4 = +1 +4 -1 [uncivilized] [disadvantage]
Handle Animal Cha 8 = +1 +6 +1 [uncivilized] [disadvantage]
Heal Wis 1 = +1
Hide Dex* 9 = +4 +5
Intimidate Cha 3 = +1 +2 [bluff] [disadvantage]
Jump Str* 7 = +3 +2 [tumble] +2 [acrobatic]

Knowledge (arcana) Int 14 = +5 +8 +1 [absent-minded]
Knowledge (architecture) Int 17 = +5 +11 +1 [absent-minded]
Knowledge (dungeoneering) Int 10 = +5 +4 +1 [absent-minded]
Knowledge (geography) Int 13 = +5 +7 +1 [absent-minded]
Knowledge (history) Int 16 = +5 +10 +1 [absent-minded]
Knowledge (local) Int 8 = +5 +2 +1 [absent-minded]
Knowledge (nature) Int 15 = +5 +9 +1 [absent-minded]
Knowledge (nobility) Int 8 = +5 +2 +1 [absent-minded]
Knowledge (religion) Int 16 = +5 +10 +1 [absent-minded]
Knowledge (planes) Int 8 = +5 +2 +1 [absent-minded]

Listen Wis -3 = +1 +1 -4 [inattentive] -1 [absent-minded]
Move Silently Dex* 7 = +4 +3
Perform Dance Cha 4 = +1 +3 [disadvantage]
Ride Dex 6 = +4 +2 [handle animal]
Search Int 5 = +5
Sense Motive Wis 2 = +1 +1
Sleight of Hand Dex* 8 = +4 +2 +2 [bluff]
Spot Wis -4 = +1 -4 [inattentive] -1 [absent-minded]
Survival Wis 2 = +1 +1
Swim Str** 5 = +3 +2
Tumble Dex* 14 = +4 +8 +2 [acrobatic]
Use Rope Dex 4 = +4

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Architecture >=5 ranks gives +2 on search checks for secret doors.
Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Uncivilized trait: +1 on any wild empathy checks.


Factotum:

Cunning Insight: Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge: When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding: You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).

Brains over Brawn: At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

Cunning Defense: You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.

Cunning Strike: With a quick study of a vulnerable opponent’s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.

Cunning Surge: Starting at 7th level, you learn to push yourself when needed. By spending 3 inspiration points, you can take an extra standard action during your turn.


Telepath:

Simple Telepathy: At first level, you can hear and speak to the minds of others. Said target must have intelligence greater than 5. Unless the target has greater intelligence than your intelligence stat -3, this ability instantly succeeds.

Always Open [flaw]: The ability to not read minds is unavailable. Must roll a constitution save once at every new social encounter against all other character's wisdom saving rolls. For all characters that fail the save, roll 1d4 and take psychic damage. Character is also unable to save against opposing telepaths or psionic attacks.

Madness [flaw]: All charisma saving throws are at a disadvantage (roll twice and take the lowest outcome).



Level 1: Aristocrat
Level 2: Aristocrat
Level 3: Factotum
Level 4: Factotum
Level 5: Factotum
Level 6: Factotum
Level 7: Factotum
Level 8: Factotum
Level 9: Factotum
Level 10: Telepath



4 Power Points/Day:

2 [intelligence bonus]
2 [telepath bonus]
1 [wisdom bonus]
subsulcus: (Default)
2012-02-02 07:55 pm

hmd 〉

player: [personal profile] gidge
musebox post: here