Arim Drosil | CN | ||
Character Name | Alignment | ||
Unchained Rogue (Knife Master and Scout) 7 | |||
Character Level | |||
Fetchling | M | ||
Race | Size | ||
Male | 30 | ||
Gender | Age | ||
5'9" | 100 | ||
Height | Weight | ||
White | Green (pupilless, glow green) | ||
Hair | Eyes |
Robin | |
Player | |
Tahtiel, The Wanderer | Nionsea |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +4 | +2 | CON +2 | +0 | +0 | +0 |
Reflex | +10 | +5 | DEX +5 | +0 | +0 | +0 |
Will | +4 | +2 | WIS +1 | +0 | +1 | +0 |
+1 to reflex to avoid traps
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+7 | +5 | +2 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
22 | 10 | +5 | +2 | +5 | +0 | +0 |
Common, Draconic, Shae, Ignan
Mage Hand, Vanish
Weapon notes:
attack rolls for +1 daggers:
With TWF: 1d20 + 5 + 1 + - 2 + 3 = 1d20+7 primary and offhand (+2 when flanking)
Without TWF: 1d20 + 5 + 1 + 3 = 1d20+9 (+2 when flanking)
Damage rolls:
1d4+5 (if sneak attack +4d8)
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +18 | (DEX) +5 | +7 | +6 | |
Bluff | +13 | (CHA) +3 | +4 | +6 | |
Climb | +12 | (STR) +2 | +4 | +6 | |
Diplomacy | +12 | (CHA) +3 | +3 | +6 | |
Disable Device* | +16 | (DEX) +5 | +5 | +6 | |
Disguise | +10 | (CHA) +3 | +1 | +6 | |
Escape Artist | +12 | (DEX) +5 | +1 | +6 | |
Fly | +5 | (DEX) +5 | +0 | +0 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +10 | (CHA) +3 | +1 | +6 | |
Knowledge: Arcana | +3 | (INT) +2 | +1 | +0 | |
Knowledge: Dungeoneering | +9 | (INT) +2 | +1 | +6 | |
Knowledge: Local | +9 | (INT) +2 | +1 | +6 | |
Knowledge: Nature | +3 | (INT) +2 | +1 | +0 | |
Knowledge: Planes | +7 | (INT) +2 | +3 | +2 | |
Knowledge: Religion | +4 | (INT) +2 | +2 | +0 | |
Perception | +14 | (WIS) +1 | +7 | +6 | |
Ride | +5 | (DEX) +5 | +0 | +0 | |
Sense Motive | +12 | (WIS) +1 | +5 | +6 | |
Spellcraft* | +3 | (INT) +2 | +1 | +0 | |
Stealth | +22 | (DEX) +5 | +7 | +10 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | +9 | (STR) +2 | +1 | +6 | |
Use Magic Device* | +12 | (CHA) +3 | +3 | +6 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +12 | (INT) +2 | +4 | +6 | |
Knowledge: Engineering | +3 | (INT) +2 | +1 | +0 | |
Knowledge: Geography | +3 | (INT) +2 | +1 | +0 | |
Knowledge: History | +3 | (INT) +2 | +1 | +0 | |
Knowledge: Nobility | +3 | (INT) +2 | +1 | +0 | |
Linguistics* | +9 | (INT) +2 | +1 | +6 | |
Sleight of Hand* | +16 | (DEX) +5 | +5 | +6 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Free feat: Weapon Finesse (dex on attack rolls with light weapon,rapier.../dex on damage rolls with a dagger)
Level 1: Two Weapon Fighting (total mods from this feat when wielding two daggers: -2 primary hand, -2 offhand on attack rolls)
Level 3: Extra Rogue Talent - Shadow Duplicate
Level 5: Weapon focus (dagger)
Level 7: Bookish rogue
Rogue:
Sneak Attack +3d8 (d4 with NOT a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger)
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
Evasion (succeed at Reflex saving throw against attack that normally deals half damage on a successful save, instead take no damage)
Rogue Talent (Minor Magic - Mage Hand)
Blade Sense: At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.
Debilitating Injury (if hit sneak attack, cause one of: -2 AC (-4 for attacks from the rogue), -2 to attack (-4 against the rogue), reduce speed to 1/2 + no 5 foot step. Penalties do not stack, but additional attacks can extend by 1 round)
Scout's Charge (Charge deals sneak attack damage as if the target is flat footed. foes with uncanny dodge are immune to this ability)
Rogue Talent (Major Magic - Vanish)
Rogue Talent: Bleeding Attack
Rogues Edge (Acrobatics)
Racial abilities:
Darkvision: Fetchlings can see in the dark up to 60 feet
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks
Shadow Blending: 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
Spell-Like Abilities: A Fetchling can use Disguise Self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a Fetchling reaches character 9th level in any combination of classes, he gains Shadow Walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains Plane Shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A Fetchling’s caster level for these abilities is equal to his character level
Reactionary +2 init,
Indomitable Faith +1 will save
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Dagger | +1 | {19-20}x2 | Piercing or Slashing | Contact | None | 1d4 |
Dagger | +1 | {19-20}x2 | Piercing or Slashing | Contact | None | 1d4 |
Dagger | +0 | {19-20}x2 | Piercing or Slashing | Contact | None | 1d4 |
Hand Crossbow | +0 | {19-20}x2 | Piercing | 30 feet | Bolts | 1d4 |
Composite Shortbow (2 str mod allowed) | +0 | {20}x3 | Piercing | 60 feet | Arrows | 1d6 |
Sap | +0 | {20}x2 | bludgeoning | Contact | None | 1d6 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Mithral Shirt | +4 | Light | 0 | 10% | 10lbs | max dex +6 |
Electric Armor | 30lbs |
2 uses of shadow duplicate per day
3 uses of major magic per day
3 uses of minor magic per day
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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Name | Bob | Betty | Bill | Bertha | Ben | Brenda |
---|---|---|---|---|---|---|
Level | 4 | 2 | 5 | 6 | 1 | 3 |
Flight Skill | 18 | 23 | 35 | 57 | 27 | 21 |
Weapon | Laser Pistol | Self Defense | Laser Pistol | Taser Knuckles | Pocket Knife | Poisoned Chocolate Brownies |