Halfling
-2 Str, +2 Dex, +2 Cha
Small Size: +1 Hit and AC, +4 Stealth, -1 CMB and CMD
Fleet of Foot: 30 ft Land Speed
Fearless: +2 Saves V. Fear
Halfling Luck: +1 to all Saves
Keen Senses: +2 Perception
Dimdweller: +2 Intimidate, Perception and Stealth in Shadows
Aleister Sune
Male Halfling Unchained Rogue 4
NE Small Humanoid (Halfling)
Height: 3'1", Weight: 35, Age: 24
Init +8; Senses Perception +12, Darkvision 40ft
Speed 30 ft,
DEFENSE
AC 21, touch 18, flat-footed 15 (+3 Armor, +1 Shield, +5 Dex, +1 Size, +1 Dodge)
hp 51 (4d8+16,+8, +4 FC)
Fort +7, Ref +11, Will +6 (+2 vs Fear)
Defensive Abilities: Evasion, Small Size: +1 AC, Halfling Luck: +1 Saves, Fearless: +2 vs Fear, Dodge: +1 AC, Cloak of Resistance: +1 to Saves.
OFFENSE
Offensive Abilities:
Small Size: +1 to hit, Sneak Attack: +1 to Hit and +2d6 Damage, Weapon Finesse: Dexterity to attack and Damage rolls,
Melee Dagger of the Depths +11 (d3+d6 Frost +2) [19/20x2]
Rapier +11 (d4+6) [18/20x2]
STATISTICS
Str 13, Dex 22, Con 18, Int 12, Wis 16, Cha 10
CMB +4; CMD +21
Bab +3
Skills:
[Ranks] Skill, Bonus - (Modifiers); 9/level
Small Size: +4 Stealth
Dimdweller: +2 Intimidate, Perception and Stealth in Shadows or Darker
Favored Illumination (Darkness): +2 Acrobatics, Perception, and Sleight of Hand
Keen Senses: +2 Perception
Blasphemy: +2 K. Religion.
[4] Acrobatics, +13 (+2 In Darkness)
[2] Bluff, +5
[1] Climb, +5
[1] Disguise, +4
[4] Disable Device, +13
[4] Escape Artist, +13
[1] Intimidate, +4 (+2 in Shadows)
[1] Knowledge, Dungeoneering, +5
[1] Knowledge, Local, +5
[1] Knowledge, Religion, +7
[4] Perception, +12 (+2 in Shadows) (+2 in Darkness)
[2] Sense Motive, +8
[4] Slight of Hand, +13 (+2 in Darkness)
[4] Stealth, +17 (+2 in Shadows)
[1] Swim, +5
[1] Use Magic Device, +4
Feats:
1st Dodge
Combat Reflexes
Mobility
Bonus Feats:
1st Weapon Finesse
Rogue Talents
Trap Spotter
Mythic Abilities
Mythic Power 7/7
Hard to Kill
Surprise Strike
Surge
Deadly Dodge
Amazing Initiative
Supreme Tracking (Himself, Eri, Ravan, Servant Girl, Gio, )
Traits:
[Drawback] Umbral Unmasking: DC 15 Wisdom check to notice living shadow
[Campaign] Blasphemy: +2 Knowledge Religion and a Class Skill.
[Combat] Broken, not Beaten: Auto Stabilize and one action per day.
[Regional] The vessel Between: +1 Attacks that would deal SA Damage.
[Social] Deep Cover: You can always take 10 on Bluff and Disguise checks to assume and maintain your cover identity.
Class Abilities:
Sneak Attack +2d6
Expanded Sight: 40ft Darkvision
Finesse Training: Weapon Finesse Bonus Feat, Dex to Damage with Finesse weapons
Evasion
Debilitating Injury:
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.
Illumination Control: 2/2 Points
- At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn (see page 28). These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.
Favored Illumination (Darkness):
- At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.
Magic Gear
Cloak of Resistance.
Dagger of the Depths: +1 Frost Dagger; 3 Mythic Points as a swift action to create shadow clone of themselves for a number of rounds equal to half your Tier (minimum 1). This clone has all of the same Non-Mythic abilities and Non-Mythic versions of weapons you have.
1 Deadly Dodge; Combat Reflexes
2
3 Legendary Item; EA Vanishing Move
4
5 Legendary Item; ?
6 Legendary Item
7 Mythic Sight; Mythic Improved Critical
8 ?
9 No one of Consequence; ?
10 Longevity
Personality/Background:
There is no Honor without Glory, no Bravery without Fear, no Charity without the Impoverished and no Justice without Corruption. They say this land is peaceful and virtuous but all I see is a tyrant under a different name. There was no peace for my family when the Darians took over, only persecution and death for our curse they called it. This darkness has saved my life more times than I can count. It's only a matter of time before I use it to save this county too. After all, it isn't the dark you should fear. It is the harsh light of day that brings out the monsters.
Nicknamed Vash Aleister's shadow, like all members of his blood, has a will of it's own. An ancient curse that causes the shade to become a creature all it's own. Born in darkness and subservient to only those of his blood. This Curse is the reason Aleister's family was all but wiped out by the Mitrans. Aleisster has survived this long by thriving in the shadows and staying out of sight. As such he follows a darker path than the rest of the world hoping to bring what he believes would be true peace by bathing the land in unending night by means of dark arts long forgotten to the world.