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About Gudada PurrunAppearance:
His hair and eyes are both dark, and his skin tone matches a lighter stained wood shade. If he didn’t smile so readily, dark might be the best descriptor. As it is, exotic might be a better choice. All-in-all, a typical young male Varisian appearance. The only obvious sign of arms or armor is a Starknife at his waist. His bulging pack suggests he's ready to be on the road, regardless. Varisians dressed in this fashion tend to be part of a caravan instead of having settled into a more mundane community, though pockets of traditional Varisian culture do exist in such settlements. Background:
Gudada Purrun was almost a native son of Sandpoint, born on the trail still two days travel outside of town. Such is the traditional life of a Varisian, though. Nadya, his mother, had little trouble with the birthing of this, her fourth child. Djordji, his father, was preparing to forsake the traditional nomadic lifestyle and find a more permanent home where he could raise his family. Sandpoint was large enough to offer protection and small enough to ensure that he could prove useful. Much to his disappointment, Djordji found himself settling into an environment where he was more valuable as a craftsman than as a freelancer. In order to better serve his wife and children, at least in his own mind, Djordji settled into life as a blacksmith, hating the mundane existence the position forced upon him. This led, eventually, to Djordji becoming more bitter and frustrated. He expressed this violently upon his wife and children. Typically, the Varisians are violent to their children as a teaching tool. They are teaching their children not to get caught, instead of trying to funnel their energies into mundane pursuits. Djordji was not quite blatant enough to make other Varisians, including the Mvashti's, suspicious of abuse, but he was teaching his children to spend their time somewhere else. As soon as they were old enough, each, in turn, found someplace else that they could be. Simza had spent enough years growing up in a caravan that when she decided to leave, she was able to get herself accepted as a supporting dancer and an imported bride for one of the caravan's young men. Loiza took up as a guard on a non-Varisian merchant caravan, being far more interested in leaving his father than in being Varisian. Djordi married Donka off to another travelling Varisian shortly after Gudada started spending his time elsewhere. Gudada had found a typical pack of Varisian children and started running with them. They taught him to distract and relieve visitors to Sandpoint of anything Jubrayl, the adult managing their group, desired. Gudada developed quite the skill, and was promoted to a primary filcher role, as opposed to the distraction and runner roles he had filled earlier. He met most of the Varisians in Sandpoint while working for Jubrayl, and came to both fear and respect Madam Niska Mvashti, partially because it was obvious Jubrayl did. During the Late Unpleasantness the pack stayed close together, depending upon their numbers and speed to protect each other should things go badly. When Jubrayl examined a bag Gudada had taken from a random man on the street, the pack disbanded and everyone was left to figure out how to proceed on their own. The bag contained a pair of bloody knives wrapped in a shirt. As Gudada fled, Kizzy, the youngest sister, was just beginning to find viable ways of not being in Djordi's house. Whatever her answer was, she was there when Gudada sought her out to take her with him, and so he found himself forced to flee without her. His choice of opportunities meant that he missed the fire which consumed the old chapel. Running into a Varisian caravan out on the road, Gudada managed to impress Shandor, the caravan's "Papa", by returning items that Shandor didn't realize were missing. This got the child a place in the caravan, and began Gudada's true education in being Varisian. An aspect that grew to mean more to Gudada than most of the "settled" people of Golarion would prefer is that property rights belong to those who can keep the property, not to those who claim them. Amazingly enough, Sandru was part of this caravan, working as a caravan guard. 'Dada and Sandru bonded during their time working together in this caravan. Sandru was more opposed to the Sczarni aspect of the caravan than Gudada was, though, given the differences in their early youth, and eventually Sandru moved on, starting his time as an adventurer. Gudada found his skills and perspective growing in the illicit environment. Doubling his skills use between the entertainer role and the harvester role. After a few years, the caravan returned to Sandpoint, again. This time, though, unlike all of the earlier visits, Koya Mvashti came looking for Gudada. Djordji had died as a result of an accident in the forge, none of the other children had returned to Sandpoint, and Nadya was ill. Gudada needed to care for his mother. Shandor refused to burden the caravan with a seriously ill woman, and so Gudada found himself needing to settle, at least temporarily, in Sandpoint as his father had chosen to do before him. Nadya lasted five months after Shandor's caravan moved on. Gudada was able to handle the stress of caring for his critically ill mother for so long only because of the support the Sandpoint Varisians, especially the Mvashti's, provided him. Some of the help was fiscal, some was physical, but most of it was spiritual. 'Dada managed to learn that Kizzy was probably still alive, but Nadya was incapable of communicating where she had gone or what she was doing, and the Mvashtis seemed not to know, either. Nadya died, and the Varisians mourned her in the traditional manner for 40 days. Gudada found that he had a larger community of support than he expected, led by Niska. As he mourned, 'Dada found himself wondering about his brother and sisters, and he found himself obsessing about what had become of Kizzy. When he finished the final day of mourning, when the rituals to protect the community of Sandpoint, himself, and his family from the anger and frustration that Nadya took to her grave concluded, Gudada found himself alone, with no plan for his future anymore. Sandru was running his own caravan by this point, and he returned to Sandpoint towards the end of the mourning period. With a good friend at hand, 'Dada decided to run with Sandru's caravan for a while. He spent less time harvesting from the people they visited than he had before, but the company was better and his life richer for it. When Sandru accepted the challenge of taking Ameiko's company over the top of the world, 'Dad's first response was disbelief. The thing is, the caravan family all chose to trust their Papa, and follow Sandru into the cold wastes of the North. So it is that Gudada Purrun is already with the group as they travel, though none have thought to look at him twice, as he is simply another cog in the machine of Sandru's caravan. I can use a different caravan to get him to where you need him for the story.
Personality Notes:
'Dada has learned many things from his dysfunctional history. Probably the most important is that you really can NOT survive alone, but you need group, a family, a clan, or whatever you want to call it, working together for the betterment of their shared community in order to have the best life possible. Having spent most of his life helping support his immediate group through pick-pocketing efforts, he has a decided lack of concern with the whole concept of personal property. He sees his job similar to that of a hunter: He is supposed to seek out the best targets that he can, and take from the ready supply what his family needs. Over hunting leads to hunger that could have been avoided. The same is true of picking pockets. These days, he only picks pockets for personal entertainment, having found that pulling treasures fomr ruins can be far more lucrative. His lack of concern with personal property extends to the few items that he himself has. The family group has property, not the individuals. Some items are always kept by specific people, but this is a reflection of their ability to use those items better than others, or the items themselves are symbols of position within the family. He understands that most of society has this false concept of personal property, but it is beneath consideration within the family group. Doesn't mean he's above using things like Glamered armor to keep others from knowing he has it in the first place.
Combat Statistics:
Init +5 (Dex+5)
Move 30' Melee+5, Ranged/Finesse+10, CMB+5/+10 (BAB+5, Str+0, Dex+5) Standard Attacks
Bleeding Attack: Successful Sneak Attack induces (not stacking) Bleed 4 on target
AC 23, Touch 16, Flat-footed 18, CMD 21 (Armor+6, Deflection+1, Dex+5, Dodge+0, Natural+1, Str+0, BAB+5) Danger Sense: +2 [untyped] Dodge vs attacks by traps HP 52 ([1x8] + [6x5] + [7xCon+1] + [7xFavored Class+1]) Bladed Scarf: Deal 1d4 damage to anyone grappling me while scarf is readied Fort +4 (Base+2, Con+1, Resistance+1)
Evasion: Successful Reflex vs Save for Half takes no damage
Class Selections:
Rogue Talents
2 Canny Observer 4 Trapspotter 6 Bleeding Attack 8 10 12 14 16 18 20 Finesse Training
Rogue's Edge
Skills & Languages Known:
8 + 2 (Int) + 1 (Skilled)= 11 Trained Adventuring Skills per Unchained Rogue level + 2 Background Skills per level
Modifier Skill Attribute+Ranks+Class+Specified(+Conditional) [Notes} +17-Acrobatics 5+7+3+2 Cat Burglar's Boots [competence](+ACP) + 2 Appraise 2+0+0 +11 Bluff 1+7+3 + 2-Climb 0+0+0+2 Cat Burglar's Boots [competence](+ACP) + 2 Craft (any) 2+0+0 +11 Diplomacy 1+7+3 +23~Disable Device 5+7+3+2 Deft Hands [untyped]+3 Skill Focus [untyped]+3 Trapfinding [untyped](+2 MW Thieves' Tools [circumstance])(+1 LInguistics Edge [untyped] vs written Magical traps)(+ACP) + 1 Disguise 1+0+0 +15-Escape Artist 5+7+3(+ACP) + 5-Fly 5+0+0 (+ACP) + 0 Heal 0+0+0 + 1 Intimidate 1+0+0 +13 Knowledge (Local) 2+7+3+1 Family Ties [Trait] +12 Linguistics 2+7+3 [Background] +20+Perception 0+7+3+3 Skill Focus [untyped]+2 Alertness [untyped]+5 Eyes of the Eagle [competence](+3 trapfinding [untyped])(+4 Canny Observer to overhear conversation or find concealeed/secret objects)(+1 Linguistics Edge [untyped] vs written Magical traps)(+2 Danger Sense [untyped] to avoid being surprised) +11 Perform (String) 1+7+3 [Background] + 1 Perform (Other) 1+0+0 + 5-Ride 5+0+0(+ACP) +12 Sense Motive 0+7+3+2 Alertness [untyped] +26~Sleight of Hand 5+7+3+2 Deft Hands [untyped]+3 Skill Focus [untyped]+5 Gloves of Larceny [competence](+1 Juggler's Kit [circumstance] when juggling)(+ACP) +17-Stealth 5+7+3+2 Cat Burglar's Boots [competence](+ACP) + 0 Survival 0+0+0 + 0-Swim 0+0+0(+ACP) +11 Use Magic Device 1+7+3 ACP: -0 Trapspotter: Automatic "Free" Perception check to notice traps w/i 10', @+27+ Languages known: Varisian, Taldane (Common); Shoanti, Varisian Sign Language; Hallit, Kelish, Mwangi (Polyglot), Osiriani, Skald, Tien, Vudrani
Feats & Traits:
Feats
H Skill Focus (Sleight of Hand) R Weapon Finesse 1 Deft hands 3 Skill Focus (Perception) 5 Skill Focus (Disable Device) 7 Alertness H <Skill Focus (Acrobatics)> 9 <> 11 <> 13 <> 15 <> H <Skill Focus (?)> 17 <> 19 <> Traits
Equipment:
33,000gp budget
2,312.0.0 +1 Bladed Scarf (2#, 1d6/x2/S/Disarm, Trip, 1d4 vs Grapple attacks while wielding)
32,196.3.0 spent for 36.5# carried weight (31.5# w/o pack) [L 20#, R 17#, C 33# for 70# in Haversack, 50# of capacity remains] 803 Gold, 7 Silver on hand Light <= 38#, by armor
Unchained Rogue:
Alignment: Any.
Hit Die: d8. Starting Wealth: 4d6 x 10 gp (average 140 gp). Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Points at each Level: 8 + Int modifier. Class Features Level BAB Fort Save Ref Save Will Save Special 1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding 2nd +1 +0 +3 +0 Evasion, rogue talent 3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6 4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge 5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6 6th +4 +2 +5 +2 Danger sense +2, rogue talent 7th +5 +2 +5 +2 Sneak attack +4d6 8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent 9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6 10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge 11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6 12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent 13th +9/+4 +4 +8 +4 Sneak attack +7d6 14th +10/+5 +4 +9 +4 Rogue talent 15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6 16th +12/+7/+2 +5 +10 +5 Rogue talent 17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6 18th +13/+8/+3 +6 +11 +6 Danger sense +6, rogue talent 19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6 20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Sneak Attack: If a rogue can catch an opponent when he is 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. Trapfinding: 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. Finesse Training (Ex): 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. Evasion (Ex): 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: 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. Danger Sense (Ex): 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). Debilitating Injury (Ex): 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. Uncanny Dodge (Ex): 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. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent. Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability. Human (ARG):
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Attributes:
15 Point Buy
Base Race Level Magic Current x1 11 +0 11 +0 11 +0 S 11 +0 x7 15 +2 17 +1 18 +2 D 20 +5 xx 12 +0 12 +0 12 +0 C 12 +1 x5 14 +0 14 +0 14 +0 I 14 +2 xx 10 +0 10 +0 10 +0 W 10 +0 x2 12 +0 12 +0 12 +0 H 12 +1 |