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Walter Deepmoss

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Walter Deepmoss.png
Walter Deepmoss[T]
Born 807 p.o.
Age 65 y.o.[A]
Status Alive

Description

Physical

Behavioral

Connections

Family

Friends and acquaintances

History

  • Born and raised in Helmerheim in the Mistwreath.
  • Did not fall into the trader profession as his father, instead opting to be a guide and trapper.

Notable Equipment

Name Quantity Description
Flail +1 2 Magical melee weapon
Longbow 1 Ranged weapon
Chainshirt +1 1 Magical chainshirt
Boots of the cat 1 Minimizes fall damage
Cloak of resistance +1 1 +1 resistance to all saves
Hand of the mage 1 This pendant have the image of an hand on it, allows the wearer to utilize the spell *mage hand* at will.
Torch Band 1 Emits light like a torch. (Equivalent to an ioun torch)


Character Abilities

Ability Scores[T]
Str Dex Con Int Wis Cha
Score 13 11 9 12 16 12
Mod 1 0 -1 1 3 1
Includes modifiers: +2 str racial, +1 wis from level, -3 str/dex/con, +2 int/wis/cha

Race: Human
Alignment: True neutral
Trait(s): Serpent Runner, Survivor
Class(es): Ranger
Archetype: Deep Walker, Guide, Entrapper[1]
Feats: Two-weapon fighting, Prodigious Two-Weapon Fighting, Double Slice, Quick draw, Weapon Focus(Flail group), Endurance
Languages: Mistwreath, High-brienyamar, Fellfen

  1. Possible conflict, but allowed until any conflicting abilities occur

Traits

Serpent Runner

When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1

Survivor

You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Class Abilities

Terrain Bond

All allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

Ranger's Focus (Ex)

At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

Deep Knowledge (Ex)

At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those checks while underground (to a maximum of +11 at 18th level).

Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Trapfinding (Ex)

An entrapper adds 1/2 his ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). An entrapper can use Disable Device to disarm magic traps.

Hunting Traps

At 4th level, an entrapper gains the ability to create powerful traps to hunt his prey. These function like saboteur traps, but an entrapper uses his Wisdom modifier instead of his Intelligence modifier when determining the DC of hunting traps and the number of traps he can have placed at once. An entrapper uses his spells per day to determine the number of traps he can place each day.

Rather than arcane power, an entrapper looks to nature for inspiration in building his traps. The entrapper has his own assembly list of natural traps, as shown below. Effects created by hunter traps are treated as divine spells. In addition, an entrapper does not have an assembly book; each day when he creates his traps, he can choose to create any trap he is capable of creating based on his entrapper level.

Traps

One of a saboteur’s most versatile tools are her traps. Unlike most trapsmiths, a saboteur can create complex, magically-enhanced traps with minimal materials, imparting her own arcane power into the trap to make a wide variety of effects. In many ways, saboteur traps behave like spells in trap form, and as such their effects can be dispelled by effects like dispel magic using the saboteur’s level as the caster level.

A saboteur can create only a certain number of traps of each level per day. Her base daily allotment of traps is given on Table: Saboteur. In addition, she receives bonus traps per day if she has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a saboteur creates a trap, she assembles it with carefully-constructed gears, wires, and parts, imparting it with magical power to create wondrous effects. Each saboteur creates her traps differently; a trap made by one saboteur cannot be set or detonated remotely by another person, even another saboteur, though they can be disarmed via Disable Device like a normal trap. A trap, once created, remains usable for 1 day before the parts need to be repaired, so a saboteur must re-prepare her traps every day. Creating a trap takes 1 minute of work—most saboteurs prepare many traps at the start of the day or just before going on an adventure, but it’s not uncommon for a saboteur to keep some (or even all) of her daily trap slots open so that she can prepare traps in the field as needed.

Although the saboteur doesn’t actually cast spells, she does have an assembly list that determines what traps she can create. A saboteur can utilize spell-trigger items if the spell appears on her assembly list, but not spell- completion items (unless she uses Use Magic Device to do so). A trap is “cast” by setting it, as if placing a mechanical trap—setting a trap is a standard action that provokes attacks of opportunity, and must be placed in a square adjacent to the saboteur. A trap fills a single 5-foot square and cannot be placed in the same area as another saboteur trap or a magical trap such as a glyph of warding, and once placed cannot be moved. All saboteur traps are Type: Magical, Trigger: Location, and Reset: None. Once a trap is placed, it remains set for 10 minutes per caster level, after which it falls apart harmlessly. A saboteur can have a number of traps set equal to her Intelligence modifier; if she tries to set another trap when at this maximum, the oldest trap set deactivates harmlessly.

When the trap is triggered, the spell comes into effect on the creature that triggered it. If the spell targets one or more creatures, the trap targets as many creatures within range of the spell as possible, starting with the creature that triggered the trap and continuing to the next nearest creature, using the trap’s location as the point of origin and the saboteur’s bonuses for attack rolls. If the spell affects an area, it comes into effect centered on the trap’s location or originating from the trap’s space (in the case of spells with a point of origin like burning hands), aimed to strike as many targets as possible with the trap’s effect. If a trap’s effect has a duration of “concentration”, it can only be concentrated on if the saboteur has line of sight to the trap’s effect; otherwise, it lasts as if “concentrated” on for 1 round per four saboteur levels obtained (minimum 0). Any extra abilities the trap has that can be used by concentration or require action on the saboteur’s part, such as moving a flaming sphere, cannot be used unless the saboteur can see the effect and is within its normal range.

If the saboteur can see the trap as it triggers, she can designate targets or aim the area of effect of the trap as desired within the limitations of the spell’s effects, though the effect still originates from the trap’s space. Once per round, a saboteur may trigger a saboteur trap she has set within 30 feet as a move action, triggering it as if a creature had stepped on it. She may disarm a saboteur trap within 5 feet of her that she has placed as a standard action with no Disable Device check needed.

The saboteur uses her level as the caster level to determine any effect based on caster level. Creating traps consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the placing of that particular trap. Traps cannot be made from spells that have focus requirements (saboteur traps that duplicate divine spells never have a divine focus requirement). A saboteur can prepare a trap of any assembly she knows. To learn or use a trap, a saboteur must have an Intelligence score equal to at least 10 + the trap’s level. The Difficulty Class for a saving throw against a saboteur’s trap is 10 + the trap level + the saboteur’s Intelligence modifier. The Difficulty Class of Perception checks to locate a saboteur trap or Disable Device checks to disable a saboteur trap is equal to the trap’s save DC + 10. A saboteur may know any number of assemblies. She stores her assemblies in a special tome called an assembly book. She must refer to this book whenever she prepares a trap but not when she sets it. A saboteur begins play with two 1st level assemblies of her choice, plus a number of additional assemblies equal to her Intelligence modifier. At each new saboteur level, she gains one new assembly of any level that she can create. A saboteur can also add assemblies to her book just like a wizard adds spells to his spellbook, using the same costs and time requirements. A saboteur can study a wizard’s spellbook to learn any assemblies that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from an assembly book. A saboteur does not need to decipher arcane writings before copying them.