Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

New Paths #1: The Expanded Spell-less Ranger (PFRPG) PDF
***** by judas 147

A21: Snow White, Part Two (PFRPG) PDF
***** by Megan Robertson

Pathfinder Pawns: Skull & Shackles Adventure Path Pawn Collection
****( ) by judas 147

Amazing Races: Grippli! (PFRPG) PDF
****( ) by Golden-Esque

Pathfinder Miniatures: The Scarecrow, Flesh Golem
***** by William Sinclair

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Friendly Fighter

Weyland Piper's page

154 posts. Alias of Fanguar.


Classes/Levels

Human Rogue (Scout/Knife Master) 3 , hp 21/21, AC 18(T16/FF12), CMD 18, Init +7, Perc +7. F+2/R+8/W+2

About Weyland Piper

Weyland Piper
CN Human Rogue (Scout/Knife Master) 3
HP: 21 (8 +5 +5class, 3 CON)
Favored Class: Rogue (1/6th Rogue Skill)
Languages(2 bonus): Common, Elven, Dwarven, Draconic

Str 12 (+1)
Dex 20 (+5)
Con 12 (+1)
Int 12(+1)
Wis 12 (+1)
Cha 10 (+0)

Starting Stats:

(Human = 25 point buy)
Str 12 (2 pts)
Dex 18 (17 pts) +2(racial) > 20
Con 12 (2 pts)
Int 12 (2 pts)
Wis 12 (2 pts)
Cha 10 (0 pt)

---------------------
COMBAT
---------------------
AC: 18 (+5 dex, +2 Leather, +1 dodge)
T: 16 // FF: 12
Fort: +2 // Ref: +8 // Will: +2
BAB: +2
CMB: +3// CMD: 18
Speed: 30ft (6sq) // Ini: +7

Melee: Mwk Dagger +9(1d4+2/19-20x2) or Full action: Mwk Dagger +7(1d4+2/19-20x2) x2
or Sap +7(1d6+1/20x2) or Full action: Sap +4(1d6+1/20x2) x2 [NON-Lethal]

Range: Dagger (10ft) +9(1d4+2/19-20x2) or Full action: Dagger +7(1d4+2/19-20x2) x2

Sneak Attack Bonus: 2d8(Daggers) 2d4(everything else)
--------------------
ROGUE FEATURES
--------------------

Sneak Attack:

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 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 (Ex):

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.

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.

Rogue Talents:

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat

Evasion(Ex):
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.

---------------------
Traits, Feats, and Skills
Traits: Reactionary(+2 Init), River Rat(+1 dagger damage, +1 Swim(class))
Feats: Dodge(+1 AC), Two Weapon Fighting (-2/-2 when attacking with 2 weapons), Weapon finess (Rogue talent), Weapon Focus (dagger)
Trained Skills(3ranks):Acrobatics +11, Bluff +6, Disable Device +11, Escape Artist +11, Knowledge(Local) +7, Perception +7, Sleight of Hand +11, Stealth +11, Use Magic Device +6, Linguistics +7
Detailed Skills:

Skill Points/level: 10 = 8 + 1 (int) +1(human)
class skill // Armor Check Penalty = 0 (Leather)
Acrobatics: +10 = +2(ranks) +3(trained) +5(dex) -0(acp)
Appraise: +1 = +0(ranks) +1(int)
Bluff: +5 = +2(ranks) +3(trained) +0(cha)
Climb: +1 = +0(ranks) +1(str) -0(acp)
Diplomacy: +0 = +0(ranks) +0(cha)
Disable Device +10 = +2(ranks) +3(trained) +5(dex) -0(acp)
Disguise: +0 = +0(ranks) +0(cha)
Escape Artist: +10 = +2(ranks) +3(trained) +5(dex) -0(acp)
Heal: +0 = +0(ranks) +0(trained) +0(wis)
Intimidate: +0 = +0(ranks) +0(cha)
Knowledge(Local) +6 = +2(ranks) +3(trained) +1(int)
Linguistics +6 = +2(ranks) +3(trained) +1(int)
Perception: +6 = +2(ranks) +3(trained) +1(wis)
Profession(Burglar): +6 = +2(ranks) +3(trained) +1(wis)
Ride: +5 = +0(ranks) +5(dex) -0(acp)
Sense Motive: +1 = +0(ranks) +1(wis)
Sleight of Hand: +10 = +2(ranks) +3(trained) +5(dex) -0(acp)
Stealth: +10 = +2(ranks) +3(trained) +5(dex) -0(acp)
Survival: +1 = +0(ranks) +0(trained) +1(wis)
Swim: +2 = +1(str) -0(acp) +1(trait)
Use Magic Device +5 = +2(ranks) +3(trained) +0(Cha)

Possessions: Leather Armour, Explorer's outfit, Dagger x6, 2 mwk daggers, Grappling Hook, 50ft Hemp Rope, Iron Spike x2, Bag of Marbles x 2, Handy haversack, Bedroll, Blanket, Oil x5, Candle x10, Flint and Steel
Current Coins: 3.7gp

Starting Equipment:

Starting Coins:40gp
Leather(10gp)
Dagger x6 (12gp)
Spring loaded wrist sheaths x2(10gp)
Sap x2(2gp)
Grappling Hook (1gp)
50ft Rope (hemp) (1gp)
Iron Spike x2 (.1gp)
Bag of Marbles x2 (.2gp)
Backpack (2gp)
Bedroll (.1gp)
Blanket (.2gp)
Common lantern (.1gp)
Oil x5 (.5gp)
Candle x10 (.1gp)
Flint and Steel (1gp)
Total Spent: 30.3gp

Background and DM questions:

Weyland doesn’t remember much of what happened ‘before’, but he thinks it was good. He knows he was an apprentice in a butcher shop, but whether that butcher was a family friend or his father, he couldn’t say, so much of the past is a haze. What he does remember is that is where he first learn to use the knives and that bit of skill has served him better in the city than anything else he might have once known.
I could keep going, but let's keep it brief for the moment

* A name and quick description of a younger kid in the gang you look out for
Weyland looks out for Knuckles. Knuckles is a big boy, he will be a monster when he grows up, and doesn't say much. This makes other kids think he is dumb. They pick on Knuckles and then Knuckles usually has to hurt them. Weyland has leaned that the boy isn't slow, but just a deep thinker and really a sensitive soul at heart. The big boy doesn't like to hurt people, but the realities of the streets usually force him to. Weyland does his best to keep others off of Knuckles case, so he doesn't have to fight.

* A time when Grandmother (old Female Human Witch 4) saved you
Gutter running is a way of life on the streets and Weyland is one of the best. Unfortunately, maintenance has grown somewhat slack in the city and one day a ledge gave way beneath him and he fell. His leg gave way beneath him when he hit the cobbles below and something snapped. A broken leg was as good as a death sentence, and this one was bad, Weyland could see bone poking through the skin. He was a sitting duck. An easy target. Dead. It took him three days, dragging himself from hiding hole to hiding hole to make it to Grandmother's place. By then a fever had gripped him hard and the last thing he remembered before he blacked out was the old woman's face. She set the bone and saved his life. He owes her everything and would deny her nothing within his power to give.

* A name and description of an enemy in a gang whose territory borders yours.
Nine finger Tom. A skinny, sallow youth with bad teeth and a worse completion. Weyland ran a foul of him while casing out a place for heist one night. Tom said that he had been casing the joint for a week already and it as his for the taking. Weyland disagreed and steel was drawn. It was a quick and dirty fight, but neither party was willing to die for the chance to burgle a place, so when Weyland's blow caught Tom in the hand taking off his little finger, Tom rand and Weyland let him go. Tom hasn't forgotten the humiliation, mainly because Weyland wont let him, wearing a finger bone necklace publicly and telling all who ask where the bones came from.

* An ally or friend you have made in the area outside the gang who will help you out.
Madam Orla, the plump, heavy-chested proprietress of the Forbidden Delights brothel house. Weyland has an arrangement with Orla to sell her any finery or jewelry that he comes across in his nocturnal forays. Orla in turn feeds Weyland potential marks from among the brothels cliental. These Orla uses to deck out her girls in a fashion that might not have been possible through legal means. Orla is in her thirties and always offers to pay Weyland in other ways than coins for his goods. One day he might even take her up on it.


Goals:

Short term Goals
1)Get a set of Thieves Tools
2)Get some masterwork daggers
3)Establish a safe house for the gang.

Medium term Goals
1)Join/form a thief or assassin's guild.
2)Get a Ring of invisability

Long Term Goal
1) Run this City....



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.