Current HP: 22/22
Fort: +3 (2base + 1con)
Ref: +8 (5base + 3dex)
Will: +1 (0base + 1wis)
AC: 17 (10base + 3dex + 3armor + 1shield) FF 14 T 13
Class Skills: The rogue's class skills are 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).
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Acrobatics: +7 = 1+3+3(Class Skill)
Quick Change: You can quickly alter your features and physiology.
Benefit: You can use your minor change shape ability as a move action.
Normal: Using the minor change shape ability is a full-round action.
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
+2 to one Ability Score: Changeling characters get a +2 bonus to one ability score of their choice at creation to represent their varied natures.
Shapechanger: Changelings are humanoids with the shapechanger subtype.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Changelings have a base speed of 30 feet.
Minor Shapechange: Changelings have the supernatural ability to alter their appearance at will, though the ability affects only their bodies, never their possessions. Used to create a disguise, this ability grants the changeling a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action that does not provoke an attack of opportunity, and a changeling may make a Disguise check as a part of the same action. This ability is not an illusory effect, but a physical alteration of the changeling’s physical features. Changelings revert to their natural forms when slain. A true seeing effect reveals a changeling’s natural form.
A changeling using this ability does not incur the usual penalties on Disguise checks for impersonating a member of another gender, as the changeling's gender effectively changes as desired, when using this ability.
Natural Linguist: Changelings add Linguistics to their list of class skills for any class they adopt.
Slippery Mind: Changelings receive a +2 racial bonus on all saving throws against sleep and charm effects due to the slippery natures of their minds.
Socially Intuitive: Changelings receive a +2 racial bonus on Bluff, Intimidate, and Sense Motive skill checks thanks to their inherent ability to deceive and intimidate.
Languages: Changelings begin play speaking Common. Changelings with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Giant, Gnome, Halfling and Terran.
Sneak Attack +1d6: 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.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
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.
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.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Quick Disguise (Ex): A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Favored Enemy (Ex) (Human): 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Sneak Attack, Crits, and Flanking:
Precision damage (such as that dealt by a rogues sneak attack ability, or damage done from a critical hit) applies to more creatures than it did in previous editions of the game.
Some may balk at this but it can easily be imagined or explained as the attack having found a weak point in the undead's "body" (such as a zombies head) or even finding a crack or flaw in a constructs "body."
Creatures Immune to Critical Hits:
Creatures Immune to Precision Damage (like Sneak Attacks):
Creatures Immune to Flanking:
MW Rapier +4 Melee (1d6, 18-20/x2)
Magical Talent (Prestidigitation): Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip.
Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based
Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive.
Vestment's of Many Styles (500gp) [nil]
Targath Dagger 2lb
Cold Iron Dagger 2lb
Alchemical Silver Warhammer 8lb*
Studded Leather Armor 20lb
Quiver 20 arrows 3lb
Handy Haversack (2000gp) 5lb
Trapped Box (262.5)*
Identification Papers with portraits for all alias's in box
Silk Rope 50' 5lb*
Grappling Hook 4lb*
Bag of Caltrops*
Flint & Steel
Encumbrance Values: 43/86/130
Magic Item's By Slot:
Armor: MW Studded Leather Armor
Body: Vestments of Many Styles
The man sat in the bar in the city of Sharn, nursing his drink. He sat in quiet contemplation of days past, the contemplation one has when one has made choices they regret. Was he correct? He considered himself a he because that is how he was at the moment. Not always, but at the moment he was indeed a he, and a he more real than the person beneath.
The he that he was now was Torb, a veteran of the last war. Torb had functioned as a scout, for who changed as needed. Of course when he got drunk, he was the greatest unsung hero of the Last War, or the man who destroyed Cyre, or a cold-blooded killer who missed his opportunity. All the stories weren’t believed, he was just a drunk vet in a bar. No one cared what he did or didn’t do. But he belonged. More than the person beneath Torb ever would.
This was why he chose to be Torb for now. The two shared a good deal of history. The person who became Torb had indeed served during the Last War. But as a spy and assassin. For who, well whoever paid him enough. His loyalty changed based on his sole survival. He took whatever identity was needed, discarded them as they became useless. But no one knew who he really was. Sometimes the face he took belonged to someone else, not just a figment of his creation. The owner was easily disposed of, battlefields had many mass graves a corpse could be discarded. Just change out the clothes, ruin the face. The magic armaments artificers created for the battlefield did a good job of that, and people didn’t want to see the horrors of what may become of them. This was why he liked Torb. Torb was the him that he could never be.
After the Last War, the person who was now called Torb thought about returning to his former life. Too bad he had forgotten it. Taking on so many personas had a cost. He sometimes became lost in what was truth and what was fiction. The man called Torb didn’t have anything to return to. Of course it wasn’t that great a loss for him. He didn’t have much in the first place. Just other identities he assumed. Torb had a place, even if it was here. The person inside didn’t have anywhere. That was why he joined the fighting. For a time, he could lose himself in the violence and death. But now it was over.
Paying his tab, he left the bar and wandered through the alleys. There was a meeting he was to attend, not Torb, but rather Burt, the Burglar. He wasn’t as fond of Burt as he was of Torb, but Burt was a likeable chap, a trained thief who specialized in acquiring items of note. Burt was a good face for getting these jobs. So as he walked, Torb disappeared and Burt appeared.
There were more, other names he went by, men and women among them. Some he had discarded, others he was still perfecting. But for now, he was Burt. A Thief. And many other things. A spy. A Scout. An assassin. And any other thing he had to become to succeed, and to survive.
But what he sought was something more, a place to belong. A place where he could be himself. Somewhere he could be Xzot.
Xzot's only constant when it comes to his personality is that it's bound to change. He adapts to whatever the situation throws at him, going from veheminous anger to friendly banter with little effort. Who's the true Xzot? Not even he knows anymore it would seem.
He's a changling. What time is it?
To be determined.