Player: Nick
Race: Half-Elf
Class: Rogue 5
Alignment: NE Deity:
Physical Description:
Age: Height: 5ft 2in ? Weight: 110 lbs
Size: Medium Speed: 30 Feet Age: ?
Stats
Abilities
STR: 14 (+2) DEX: 16 (+3) CON: 13 (+1)
INT: 16 (+3) WIS: 13 (+1) CHA: 16 (+3)
SAVES
FORT: +2 REFLEX: +7 (+1 Vs Traps) WILL: +2
HD: 5d8+1(Con)+1(Favoured Class) = 50hp
Vision: Low-light vision (Perception +8 (+2 bonus to find Traps))
Languages: Common, Elven, Gnome, Draconic, Goblin, Infernal
Combat
AC: 19 = 10 + 1 (Shield) + 3 (Dex) + 5 (Armour); (+4 AC Vs Giants)
BAB: 3 CMD: 8 = 3(BAB)+2(STR)+3(DEX) CMB: 5 =3(BAB)+2(STR)
- (Unnamed Rapier) - +7 (+5 Twohanded) Attack; 1d6+3 Damage; 15-20/x2 Crit
- Dagger - +6 (+4 Twohanded) Attack, 1d4+2 Damage; x3 Crit
Special Abilities
- Sneak Attack 3d6: The rogue'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 rogue flanks her target. Should the rogue 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.
- Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
- Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
- Trap Sense +1 (Ex): +1 - At 3rd level, a rogue 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 rogue 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.
- Uncanny Dodge Can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
- Rogue Talent: Trap Spotter - Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
- Rogue Talent: Bleeding Attack 3 (Ex) - A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Skills | ||||
---|---|---|---|---|
Skill Name | Bonus | Situational | Math | Temporary/Equipment |
Acrobatics | +11 | 5 ranks + 3 Class + 3 Dex | 0 | |
Bluff | +11 | 5 ranks + 3 Class + 3 Cha | 0 | |
Climb | +10 | 5 ranks + 3 Class + 2 Str | 0 | |
Disable Device | +13 | +2 Vs Traps | 5 ranks + 3 Class + 3 Dex + 2 Skill Focus | 0 |
Disguise | +11 | 5 ranks + 3 Class + 3 Cha | 0 | |
Escape Artist | +11 | 5 ranks + 3 Class + 3 Dex | 0 | |
Intimidate | +11 | 5 ranks + 3 Class + 3 Cha | 0 | |
Perception | +8 | +2 to find traps | 5 ranks + 3 Class + 1 Wis | 0 |
Sleight of Hand | +11 | 5 ranks + 3 Class + 3 Dex | 0 | |
Stealth | +16 | 5 ranks + 3 Class + 3 Dex | +5 (Shadow Armour) | |
Use Magic Device | +11 | 5 ranks + 3 Class + 3 Cha | 0 |
Feats
- Skill Focus (Disable Device) - +2 to Disable Device.
- Two-Weapon Fighting - Only a -2 Penalty to both hands when fighting two handed and off-hand is light.
- Two-Weapon Defense - +1 Shield bonus when fighting two-handed.
- Weapon Finesse - Substitute Dex Bonus instead of Str to calculate melee weapon attacks.
Equipment
- Currency: Nil
- Misc Currency: Bag of Trinkets (80 gp worth), 3 gold eggs (2000gp each); 3lbs
- Main Weapon: (Unnamed Rapier); +1 Keen Rapier; +1 Atk, 1d6+1 Dmg; 15-20/x2 Crit; 2lbs
- Off-Hand Weapon: Dagger; +0 Atk, 1d4 Dmg, x3 Crit; 1lb
- Armour: +1 Mithral Shirt of Shadow; +5 AC; Max Dex +6; No AC Penalty; (+5 Stealth); 10 lbs
- 2x Vials of Tenebrous Worm Poison; (injury; save Fort DC 20, frequency 1/round for 6 rounds, effect paralysis for 1d4 rounds plus 1d2 Con (the duration of the paralysis is cumulative with each failed save), cure 2 consecutive saves. The save DC is Constitution-based.) ; 1lb each
Carrying Capacity (14 Str): 58 lbs (Light), 116 lbs (Medium), 175 lbs (Heavy)
Current Weight: 18lbs
Campaign Specifics
Fate Card: The Inquisitor
Experience Record (Medium Advancement)
Current: 19,100 xp
Next Level: 23,000 (6th)
Start: 15,000
Game 1: 4,100 xp