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About Weyland PiperWeyland Piper
Str 12 (+1)
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
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)
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
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.
* A name and quick description of a younger kid in the gang you look out for
* A time when Grandmother (old Female Human Witch 4) saved you
* A name and description of an enemy in a gang whose territory borders yours.
* An ally or friend you have made in the area outside the gang who will help you out.
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
Long Term Goal
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