About Janus Draugur
Hit Dice: 3d8+6
Hit Points: 30 Current: 30
Armor Class: 18 =10(Base)+3(Dex)+1(Size)+4(Mithril Shirt)
Touch AC: 14
Flat-Footed AC: 14
Fortitude: 4 =1(Class)+2(Con)+1(Race)
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 (called "precision 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
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.
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
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 Talent - Surprise Attack: During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
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.
Time Thief Abilities:
Mote of Time:A mote is a tiny split-second of time that a time thief steals from her own future. The motes taken are inconsequential slivers of continuance that even the time thief will not notice being missing from her activities. However, a time thief can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations.
Each day, the time thief has a pool of motes equal three plus her class level. Once a round, as a free action, a time thief can expend a mote to do any one of the following things:
* Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
* Take a swift action that does not count against the time thief’s normal limit of one swift action per round.
* Act in the surprise round when the time thief would not normally be able to do so.
At 3rd level, a time thief gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.
At 7th level, the time thief may spend a mote to reduce the duration of any negative condition or effect she is suffering. By accelerating the speed with which only the negative influences on her travel through time, the time thief can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 round reduction at 15th level.
At 11th level, the time thief may spend a mote to take a move action as a swift action.
At 19th level, the time thief may use a mote to grant any ally within 60 feet that she can see an additional move action on that ally’s next turn.
A time thief may gain additional options for use of a mote by taking temporal talents, though she is still restricted to spending motes only once each round.
Temporal Talent - Trapfinding:The time thief adds 1/2 her class level (minimum +1) to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.
Trait: Honeyed Tongue
Level 1: Stealthy
Level 3: Skill Focus(Stealth)
+10 Acrobatics: 2(Ranks)+3(Dex)+3(Trained)+2(Race)
+6 Appraise: 1(Ranks)+2(Int)+3(Trained)
+7 Bluff: 1(Ranks)+1(Chr)+3(Trained)+2(Trait)
+8 Climb: 2(Ranks)+1(Str)+3(Trained)+2(Race)
+5 Diplomacy: 1(Ranks)+1(Chr)+3(Trained)
+10 Disable Device: 3(Ranks)+3(Dex)+3(Trained)+1(Class)
+5 Disguise: 1(Ranks)+1(Chr)+3(Trained)
+9 Escape Artist: 1(Ranks)+3(Dex)+3(Trained)+2(Feats)
+5 Intimidate: 1(Ranks)+1(Chr)+3(Trained)
+6 Knowledge (Local): 1(Ranks)+2(Int)+3(Trained)
+6 Linguistics: 1(Ranks)+2(Int)+3(Trained)
+9 Perception: 3(Ranks)+1(Wis)+3(Trained)+2(Race) *+1 to search for traps
+7 Ride: 1(Ranks)+3(Dex)+3(Trained)
+7 Sense Motive: 1(Ranks)+1(Wis)+3(Trained)+2(Trait)
+9 Sleight of Hand: 3(Ranks)+3(Dex)+3(Trained) *+1 to hide light blades on person
+20 Stealth: 3(Ranks)+3(Dex)+3(Trained)+4(Race)+5(Feats)+2(Equipment)
+5 Swim: 1(Ranks)+1(Str)+3(Trained)
+7 Use Magic Device: 3(Ranks)+1(Chr)+3(Trained)
An orphan, Janus grew up in orphanages and on the streets. His small size, childlike appearance, and the quickness of his hands made him a natural thief. As he grew older, he grew bolder, so much so that he came to the attention of a small gang of other street children, a sort of junior thieves’ guild, who called themselves the Dire Rats. Not tolerant of freelancers, Janus was given a choice, join us or die. Janus was not ready to die. Amongst the Dire Rats, Janus had a little more security, and time to learn more of the thief’s arts. He learned how to open locks, how and where to strike a person to cause the most debilitating wounds, and he mastered the art of the knife. Knives were his only friends, and he had many friends. His fellow Dire Rats quickly learned not to bully their smallest member, for he had very sharp teeth indeed. His skill at stealth, and his lethality with his small knives, earned him a place of some small honor among the Dire Rats.
As he grew, he began to practice burglary. First as the lookout, for who would suspect a child, and later as the point man; he was so light that some traps would simply not trigger if he stepped on them. It was during a burglary that he first ran afoul of the Lifetakers, one of the many assassins’ guilds in Chance. It happened that the fat, wealthy merchant he was in the process of burglarizing had a contract for his life. One of the Lifetakers came to complete the contract that very night. Janus could never say later what it was that alerted him, but in truth it was as if time itself stretched out and he had hours to react to the black clad figure sliding in through Factor Mendin’s bedroom window. Janus hid, and despite the open bedroom, the assassin did not see him. The fat Factor learned finally why men whose success comes at the expense of other men should sleep lightly, and the Lifetaker turned to leave. “So that’s all there is to it?” At the sound of Janus’ voice, the assassin whirled and threw several knives, but Janus was already hidden again. Rather than stay to be caught, the assassin turn and leapt from the window.
When the Lifetakers caught up to Janus, he was given a familiar choice, ‘join or die.’ Once again he chose to live. Being a Lifetaker was a lot like being a Dire Rat. He was given the opportunity to learn many new skills, there were even a few who could teach him something about moving unseen. Janus continued, from time to time, to experience that drawn out time and his luck became nearly legendary. Unable to explain what was happening, and having no friends aside from his knives, Janus told no one about how time misbehaved around him. He slowly learned to control the effect, to intentionally cause the strange phenomenon to occur.
Some years later, after having completed several contracts himself, Janus was caught during a raid on the Lifetakers’ headquarters. They had finally drawn too much attention from the Watch. Captured alive, convicted of being an assassin, Janus was once again given that familiar choice: serve the Watch, or die. Since he is still not ready to let slip his mortal coil, Janus is on his way to report to his new commander.