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About Andrezi ZeldanaDefense:
Init: +7 (+9 in Urban Environments) Senses: Perception: +8 (+10 vs. Humans, +10 in Urban, +12 vs. Humans in Urban) AC: 20, touch 16, flat-footed 14 (+5 dex, +1 dodge, +4 armor) Add +1 vs. Light Blades HP: 41 (10 + 5 + 5 + 5 + 6 + 10 Con Bonus + 2 Favored Class) Saves: Fort: +7, Ref: +12, Will: +3 (Includes +1 Resistance Bonus) Offense:
Speed: 30 ft. Melee: Kukri +1: +11 (1d4 + 2; 18-20/x2, Slashing) - Duel Wielded +9 (1d4 + 2; 18-20/x2 and 1d4; 18-20/x2, Slashing) Masterwork Kukri: +10 (1d4; 18-20/x2, Slashing) - Duel Wielded +9 (1d4; 18-20/x2, Slashing) Dagger +9 (1d4 + 1; 19-20/x2, Slashing or Piercing) Sap Ranged: Dagger +9 (1d4 + 1; 19-20/x2, 10 ft. Range Increment,Slashing or Piercing) BAB: +4.25 CMB: +5 CMD: 20 Skills:
Acrobatics: +13 Appraise: +5 Bluff: 10 (+12 vs. Humans) Climb: +5 Craft(Untrained): +1 Diplomacy: +6 Disguise: +6 Escape Artist: +9 *Fly: +5 Heal: +1 Intimidate: +8 Perception: +9 (+11 vs. Humans, +11 in Urban environments, +13 vs. Human in Urban environments) Perform(Untrained): +2 Ride: +5 Sense Motive: +7 (+9 vs. Humans) Stealth: +13 (+15 in Urban environments) Survival: +6 (+7 Track) (+8/+9 vs. Humans, +8/+9 in Urban environment, +10/+11 vs. Humans in Urban Environments) Swim: +1 Disable Device: +10 (+12 w/ Tools) Knowledge(Local): +8 (+10 vs. Humans) Knowledge(Geography): +6 (+8 for Urban environments) Linguistics: +6 Profession(Gambler): +5 Sleight of Hand: +11 (+12 for light blades) Use Magic Device: +6 * = Non-Class Skill Traits:
Reactionary: (Basic, Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Child of the Streets: (Basic, Social):You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Feats:
Weapon Finesse: With a light weapon, 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. Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat. Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Quick Draw: (Combat Style Feat) You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Major Gear:
Studded Leather Armor +1 - 1175 Kukri +1 - 2308 Masterwork Kukri - 308 Masterwork Kukri - 308 Masterwork Thieves Picks and Tools - 100 Skeleton Key - 85 Disguise Kit - 50 Masterwork Backpack - 50 Potion of True Strike - 50 Potion of Disguise Self - 50 Potion of Disguise Self - 50 Oil of Magic Weapon - 50 Oil of Magic Weapon - 50 Oil of Magic Weapon - 50 Oil of Magic Weapon - 50 Potion of Invisibility - 300 Cloak of Resistance +1 - 1000 Belt of Incredible Dexterity +2 - 4000 Mundane Gear:
Daggers x 10 Deck of Cards Dice Traveler's Outfit Whetstone Spring Loaded Wrist Sheath x 2 Bachelor Snuff x 3 Flask of Oil Flint and Steel Caltrops 50 ft. Silk Rope Money: 37 gp 35 sp 29 cp
Tattoos:
Night Raven Tattoo: The Night Ravens have access to many things, including magic-imbued tattoos. The Night Raven Tattoo is an image of a flying or diving raven. This image can be simple or quite stylized, as the owner prefers. It can be any size, though most members get smaller ones that are easy to conceal. The Night Raven Tattoo allows its owner to cast a cantrip as a spell-like ability as though they had the minor magic rogue talent. The caster level for this ability is equal to the owner's character level. The save DC for this spell is 10 + the owner's Intelligence modifier. People who are not members of the Night Ravens organization are not permitted to have such images on their person, and risk serious retaliation for adorning themselves with such imagery. Night Ravens expelled from the gang with such tattoos must have them removed and inactivated, or risk a death sentence from the gang. Aura: faint transmutation; CL 3; Slot: none; Price: 600 gp. Weight –
Mark of the Black Talon: The highest ranked leaders of the Night Ravens are called “The Black Talons.” Only they are allowed the mark of the talon. This image of an attacking talon or talons is either grafted to the Night Raven tattoo, or sometimes placed separately. The Black Talon Tattoo bestows its wearer with the ability to cast a first level spell as though they had the major magic rogue talent. The save DC for this spell is 11+ the owner's Intelligence modifier. Aura: faint transmutation; CL 3; Slot: none; Price: 1000 gp. Weight--
Varisian Human Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Varisian Humans begin play speaking Taldane (common) and Varisian. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Class Abilities, Urban Ranger:
- Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills. - Favored Enemy - Humanoid (Human): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. - Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. - Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. - Combat Style (Two-Weapon Fighting): 2nd Level - Quick Draw
Class Abilities, Knife Master Rogue - Favored Class (+2 HP, +1) Skill:
- Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding. - Sneak Stab: A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability. +2d8 / +2d4 - 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. - Rogue Talents: 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. --- Terrain Mastery (Urban): A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger's ability does. A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus. The rogue gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A rogue traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). - 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. This ability replaces trap sense. Andrezi:
Description: Hair: Black Eyes: Dark Brown Height: 6’0” Weight: 180 lbs. Andrezi is a handsome man of obvious Varisian heritage, with dark hair and eyes, and well tanned skin. Personality:
Having not grown up with much of anything, he has learned to appreciate the finer things in life that he now acquires with his ill gotten wealth. He is quite fond of good food and drink, and the company of a lovely young woman. Andrezi rarely passes up the opportunity to play a few rounds of Towers or perhaps "roll the bones", and is not above taking a few liberties with rules to help out his odds in the game...or anything else for that matter.
Background:
Andrezi grew up on the streets of Absalom, eeking out a meager existence after the death of his mother. The young boy did whatever needed to be done in order to survive, be it stealing, selling himself, and eventually murder. While never quite comfortable with killing, Andrezi learned to view it a necessary evil in order for him to survive. By pure coincidence, one of the men young Andrezi killed happened to be a target of the Bloody Barbers (Guide to Absalom pg 61). The intended assassin was both angered, because she was not able to kill her target and amused by the teen, because he had done the job she was meant to with brutal efficiency. It was at this time, Kayla looked out for the young man for a while, teaching him more subtle ways of killing, among other things. For a short while, the young Andrezi and the Kayla were lovers, as Kayla took it upon herself to hone Andrezi's abilities and attempt to make sure the young man did not become a true monster. She tried to instill in him that killing needed to serve a purpose, be it a way to gain money via contracts or the righting of a wrong, but never just on a whim. It took a bit of time, but eventually the message set in. Andrezi was eventually left on his own again, to hone his skills in hopes of one day joining the same organization to which Kayla belonged.
Current Status:
Favored Class: Rogue (+2 HP; +0 Skill Points) HP: 41/41 |
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