Lem

Coppers's page

No posts. Alias of Uthraed.


About Coppers

Background:

The streets of Sandpoint have been home to copper for as long as he can remember. Growing up in a group home, he quickly learned such skills as pick pocketing and burglarizing homes. When he grew older he was tasked with working as a cut purse. He was given a small razor with which to cut the string of coin purses in the busy city markets. From the moment that he got it in has hands, Copper knew that having this small, sharp piece of metal would change his life. He quickly began intimidating the other kids into giving him larger portions of the cut. At night he would stay up late practicing strokes with the blade. The older members of the dark Sandpoint Underground picked up on Copper’s love of the blade, sending him to intimidate and extort shopkeepers. His small unimposing stature was perfect for entering a business and his silver tongue would weave a tale to entice the shop keeper to hand over a portion of the profits.

”Now you see I’ve been sent hear to inform you that you no longer need to make payments to James” the half-elf who used to pickup the weekly payments before his untimely demise. “so you see, that’s good news isn’t it? I thought so too. Yep James seems to have fallen backwards onto his knife. Went right through the base of his neck. Well at least he didn’t feel a thing” Copper would shrug and then a small knife would appear, as if out of thin air, into his hand and he would begin twirling it between his fingers with out ever acknowledging that it was there. It was at this point, as the shop keepers eyes winded to the size of saucers, that Copper would continue. ”but you see we have another problem though don’t we. Whoever will protect you from those unsavory characters who would seek to do you harm”? He would ponder the question for a moment and then gasp. “I know, I could do it, yeah you and me a team I’ll protect you and you can pay me what you were paying James.”

And just like that Copper was rolling in his new found wealth and prestige. His main job was the extortion ring but he did make time to burglarize certain wealthy homes. It both supplemented his income, bringing him enough wealth to afford a small bedroom above a shady inn, and stoked his passion for sneaking and stealing. There was something about the thrill of sneaking around somewhere he wasn’t supposed to be. He enjoyed it so much that the profit that came from it was just a bonus. One that he relished, but it wasn’t the main draw.

It was on one such occasion that Coppers world was turned up side down. Copper had entered a house of a particularly wealthy merchant. He had only been there for a couple minutes before the man made an unplanned stop home. Copper was caught in the foyer examining a painting when the man walked in, looked straight at him and them kept going. For a moment Coppers heart stopped.

”He looked right at me” copper thought to himself then he looked down at his hands, they were gone. He had vanished. Copper didn’t take the time to think about what had happened he just wanted to get out of there. He bolted back to his room at the inn and bolted the door. He tried to figure out what happened and found that he was able to make himself disappear again. Throughout the following months Copper discovered that he was able to to a few more things. He still wasn't sure how, or why it was happening to him. He had heard of men that could do extraordinary things and he assumed that he must be one of them. Following this revelation he decided that he was destined to be great and so when opportunity was thrust upon him at the festival he decided to ban together with the others who seemed like they could hold there own and thus his life of crime was in the past and the life of adventuring had begun. Well maybe not completely in the past.


Stats:

Halfling Rogue(knife Master) 3/Sorcerer 3
Neutral Medium humanoid (human)

Init+11;Senses Perception +10
Base Atk +2; CMB +2; CMD 15
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Defense
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AC 17, touch 17 , flat-footed 10 (+5 Dex, +1 Size, +1 Dodge) [17 vs light blades]
hp27/27
Fort+1, Ref+7,Will+3
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Offense
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Speed 30
Melee Dagger +8,+9 if denied DEX (-2 for TWF)
Damage - 1d3+2 (MH) 1d3+1 (OH)
Sneak attack with daggers 2d8
Ranged
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Statistics
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Str 13, Dex 20, Con 13, Int 13, Wis 12, Cha 19

Spells:

0-Level 5
Detect Magic
Mage Hand
Prestidigitation
Message
Ghost Sound

1st-Level 3
Mage Armor
Vanish
Darting Duplicate

Bloodline
Ray of Enfeeblement


Skills:

Background 2/level

Appraise +8(3) [+11 to find most expensive thing in horde]
Slight of Hand +11 (3) [+15 to conceal my knives, +13 other small items]

Adventuring 9/level
Acrobatics +11 (3)
Bluff +9 (2)
Climb +5 (1)
Diplomacy +8 (1)
Disable Device +11 (3)[+2 with tools]
Intimidate +8 (1)
Knowledge (Arcana) +5 (1)
Knowledge Local +8 (3)
Spell craft +6 (2)
Stealth +15 (3)
Sense Motive +5 (1)
Perception +10 (3)
UMD +11 (3)

Feats:

Dodge/Mobility
You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

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
Improved Initiative
You get a +4 bonus on initiative checks.

Eschew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Traits:

Goblin Watcher You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
ReactionaryYou gain a +2 trait bonus on initiative checks.
Dangerously CuriousYou gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Race Abilities:

Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Adaptable Luck:
Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Skulker:Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces fearless and weapon familiarity.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Knife Master Rogue:

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, 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.
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.

Evasion
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.

Rogue Talents

Combat Trick 2nd level
Bonus Feat 2 weapon fighting

Sorcerer:

Shadow Bloodline

Bonus Spells: ray of enfeeblement (3rd), darkvision (5th), deeper darkness (7th), shadow conjuration (9th), shadow evocation (11th), shadow walk (13th), power word blind (15th), greater shadow evocation (17th), shades (19th).
Bonus Feats: Acrobatic, Blind-Fight, Dodge, Quick Draw, Silent Spell, Skill Focus (Stealth), Stealthy, Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.
Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

[spoiler=Languages]

Common, halfling, goblinoid

Gear:

Totals

Battle Gear 2613 spent
Masterwork Dagger 302 gp
Masterwork +1 Dagger 2301 gp
Spring loaded wrist sheath x2 10 gp 2 lbs
Pickpocket’s Outfit Free 3 lbs
Masterwork Thieves tools 100 GP +2 disable device checks
Adventuring Gear