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Ruche [Changeling Sapper]

By: Xenorager on Nov 9th, 2013  |  syntax: None  |  size: 2.88 KB  |  hits: 51  |  expires: Never
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  1. Portrait: https://www.dropbox.com/sh/ju9oykgep76dsfy/MJORmxWyvz
  2.  
  3. Name: Ruche
  4.  
  5. Gender: Male
  6.  
  7. Alignment: Lawful Evil
  8.  
  9. Race: Changeling
  10.  
  11. Race trait(s):
  12.  
  13. Changeling flight: Can fly, slower than other races
  14.  
  15. Shapeshifting: spell, recharge 3, Disguise as object or creature the same size. higher the success, the better the disguise. removed by critfail in combat, when knocked helpless or dispelled by magic.
  16.  
  17. Class: Sapper (Rogue/Smith)
  18.  
  19. Multiclass Bonus: (Sabotage): Recharge 3, Ensures something will go horribly, horribly wrong when it needs to. One turn to rig the target. Once rigged, can call a single critical hit starting next turn. Aware, alert, complex and large targets are hard to rig. Doesn't break stealth on success. No more than one "untriggered" trap at one time
  20.  
  21. Skills:
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  23. (2) Gadget: on success creates an item that gives a +1 bonus to a specific action, breaks on failure of specific ability. can be given to other players
  24.  
  25. (1) Stealth: Fade into the shadows/background. cannot be attacked until revealed, attacks while hidden autocrit. DC8 for mid-combat stealth attempt
  26.  
  27.  
  28. Special Talent (Complete and utter Bu&%*hit): Living on the run, moving from town to town, you've really learned how to talk your way out of things! (+2 to persuasion) ...except when asked your name... (roll enemy perception with a -2 when asked your name. failed rolls cause suspicion or hostility from questioner, a critfail will remove your disguise and begin combat)
  29.  
  30. Hits/Wounds: 5/5
  31.  
  32. Weapon and/or Catalyst:
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  34. Weapon: Ruche, being a practical creature, opted for a pair of bladed gauntlets attached to his forehoofs (Duel weapons, one action to extend claws). when extended, movement consists of lunges and jumps (seeing how lengthy claws would make it hard to balance on all four hoofs)
  35.  
  36. Catalyst: Even spells of metal and explosives require a catalyst, it's for that reason that Ruche came prepared. With the 'Toolbelt of assorted objects' strapped to his torso, any kind of trap is possible! (Critfails create one hell of a mess, usually in the form of an explosive situation, so make sure to grab the right tool!) ---------------------
  37.  
  38. ---------------------
  39. Inventory:
  40.  
  41. Hoof Gauntlets - Easy to conceal, easier to kill with, hard to move in
  42.  
  43. 'Toolbelt of assorted objects' - everything an explosive expert could ever need! (some assembly required)
  44.  
  45. DUSTYQUEST: All great decisions are motivated by food, it seems. despite what they tell you, adventuring leaves little in the way of foodstuffs for a hungry traveler, especially when said traveler is a changeling. Near-starving, as usual, Ruche hears of the exciting cuisine of chineigh and instantly packs his bags. upon reaching the docks, however, he quickly finds that very few people are willing to serve someone with foreign currency. now poor AND hungry, Ruche takes up whatever jobs he can find to pay for those oh-so-interesting meals.