C/G
Age: 19
Height: 5' 4“
Weight: 120 lbs
Class: | Level 4 Unchained Rogue |
Str 10 (+0) | Dex 18 (+4) | Con 15 (+2) | |
Int 13 (+1) | Wis 11 (+0) | Cha 17 (+3) | |
Reflex +7 | Fort +3 | Will +1 | BAB +2 |
Armor Class | Combat Manuever Bonus (CMB) | Combat Maneuver Defense (CMD) | Hit Points |
---|---|---|---|
Base AC: 17 Touch AC: 14 Flat-Footed AC: 13 | CMB: 0 | CMD: 14 | Current HP: 30 Temporary HP: 0 Max HP: 24 |
PP: 0 | GP: 108 | EP: 0 | SP: 0 | CP: 0 |
Weapons | To Hit | Damage | Type | Crit | Notes |
---|---|---|---|---|---|
Dueling Sword | +4 (Dex) +1 (Sword Scion Trait) +1 (Masterwork) +2 (BAB) | 1d8+4 (Finesse Training) | S | 19-20, x2 | Special purple masterwork dueling sword |
Light Crossbow | +4 (Dex) +2 (BAB) | 1d8 | P | 19-20, x2 | 80 ft range increment, can fire but not load one-handed at -2 to hit |
Sneak Attack | +2d6 |
Equipment List:
Purple masterwork dueling sword
Light crossbow
Studded leather
Soap
Hunting knife
Fishing line and hook
Flint and steel
Tent
Waterskin
Backpack
Bedroll
1-pint flask
7 days’ trail rations
Cold weather gear
Silver earrings
Necklace of fireballs
Healing wand
Ruby
Bottle of shadows
Cloak of elvenkind
Ring arcane mark
Dagger +1
25 gold
https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/periapt-of-wound-closure/
Shadow Stencils (Source PZO1121): This set of 10 elaborate metal stencils are used in shadow puppetry to cast shadows of highly stylized figures and objects. If used to aid in the creation of any type of shadow spell or effect (including shadow puppet bardic performances), a wayang adds a +1 competence bonus to her saving throw DC. Using a shadow stencil requires one hand.
Masterwork Dueling Sword: A dueling sword can be used as a martial weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a dueling sword sized for you, even though it isn’t a light weapon. You can also wield a dueling sword in two hands to apply 1-1/2 times your Strength bonus to damage rolls. This sword is made of a strange purple metal, and is considered a masterwork weapon, gifted via the Chosen One trait.
Weapon Finesse (Bonus Feat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered Light weapons.
Exotic weapon proficiency: Dueling Sword. Allows you to use Weapon Finesse with the Dueling Sword.
Sword Scion: You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Brigand: You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Chosen One: At your birth, your parents dedicated your soul to their goddess. The goddess blessed you, granting you a gift of light to brighten your path through darkness and a fine sword with which to spread her will. You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled.
Betrayed: You were reported to a dangerous authority and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again. Effect(s): You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. She can assume the form of any humanoid creature. A fetchling’s caster levelis equal to her total Hit Dice.
Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness per class level.
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
If a rogue can catch an opponent when they are unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
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. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue 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 rogue 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 rogue cannot sneak attack while striking a creature with total concealment.
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.
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her 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 against her.
Skill | Ranks (Invested+Attribute+ClassBonus+OtherBonus) | Total |
---|---|---|
Acrobatics (Dex) | 4+4+3 | +11 |
Disable Device (Dex) | 4+4+3 | +11 |
Disguise | 1+2+3 | +6 |
Diplomacy | 3+2+3 | +8 |
Knowledge/Local | 2+1+3 | +6 |
Knowledge/Dungeoneering | 2+1+3 | +6 |
Perform | 3+2+3 | +8 |
Perception | 4+0+3 | +6 |
Riding | 2+4+0 | +6 |
Sleight of Hand | 4+4+3 | +11 |
Stealth (Dex) | 4+4+3+2 | +13 |
Use Magic Device (Cha) | 3+2+3 | +8 |
Knowledge: planes (Int) | 1+1+0+2 | +4 |
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A complete listing of rogue talents is available here.
As a standard action while in an area of dim light or darkness, a rogue with this talent can coalesce wisps of shadow into a quasi-real, functional item. The rogue must choose whether to make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The rogue can use such items for a number of minutes per day equal to 10 plus her rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
An item created with this ability remains until the rogue is no longer touching it, or until the rogue runs out of duration for this talent, at which time it dissolves. A rogue can select this talent more than once, gaining an additional 10 minutes of duration each time this talent is selected. If a rogue has selected this talent at least twice, she adds 50 feet of silk rope with a grappling hook, a masterwork light melee weapon with which she is proficient, and masterwork thieves’ tools to the list of things she can create. You have observed the dark stalkers and adopted some of their tricks.
You can cast mage hand as a spell-like ability. It can move up to five pounds, and move it from up to 25 + (5 feet per two levels) away; perfect for fetching distant objects or picking distant locks.
Prerequisite(s): Character level 3rd
Benefit(s): You can cast darkness once per day as a spell-like ability using your character level as your caster level. At 7th level, you can also cast deeper darkness once per day as a spell-like ability using your character level as your caster level.