Rogue

Alexite Tauranor's page

202 posts. Alias of The Norv.


Full Name

Alexite Tauranor

Race

Human (Chelaxian)

Classes/Levels

Cad 2

Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Gender

Male

Size

Medium

Age

21

Alignment

N

Languages

Common, Halfling

Occupation

Gambler

Strength 16
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 8
Charisma 12

About Alexite Tauranor

Backstory!

Alexite Tauranor
Human (Chelaxian) Cad 2
Favored class: Fighter | FCB: Human bonus 2
N Medium Humanoid (Human)
Height: 5'8" Weight: 150 lbs.
Init +2; Senses Perception -1
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP 18 (2d10+2)
Fort +4, Ref +2, Will -1 (0 if vs. mind-affecting; +1 vs. mind-affecting if you've had a drink in past hour)
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Offense
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Speed 30'
Melee Longsword +5 (1d8+3 S/19-20)
Dagger +5 (1d4+3 P or S/19-20)
Unarmed Strike +5 (1d3+3 B)
Mwk silver morningstar (2h) +6 (1d8+4 B and P)
Ranged Dagger +4 (1d4+3 P or S/19-20/10')
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Statistics
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Str 16 Dex 14 Con 12 Int 13 Wis 8 Cha 12
Base Attack +2; CMB +5 (+6 disarm, steal; +8 dirty trick); CMD 17 (18 vs. grapple/steal/bull rush/trip, 19 vs. disarm, 20 vs. dirty trick)
Feats Combat Expertise, Improved Dirty Trick, Improved Unarmed Strike, Power Attack
Traits Fed-Up Citizen, Surprise Weapon, Fortified Drinker, Pride
Adventuring Skills Acrobatics +7 [+2 DEX, +3 CS, +2 rank], Bluff +6 [+1 CHA, +3 CS, +2 rank], Intimidate +6 [+1 CHA, +3 CS, +2 rank], Stealth +6 [+2 DEX, +3 CS, +1 bonus rank]
ACP: -1
Background Skills: Profession (gambler) +4 [-1 WIS, +3 CS, +2 rank], Sleight of Hand +7 (+9 to conceal a dagger) [+2 DEX, +3 CS, +2 rank]
Languages Common, Halfling
Gear Studded leather armor, longsword, dueling dagger, 3 normal daggers, mwk silver morningstar [in hideout], daredevil boots, courtesan's outfit, belt pouch, hip flask, common cologne (10 doses), deck of cheap cards (5 sp), average loaded dice, blue book [provides a +2 circumstance bonus on K (Local), Bluff, or Diplomacy to get info while in Kintargo with 1 hour's study--lasts 24 hours], 5 tindertwigs, 1 vial of stillgut.
Cash 33 gp, 9 sp
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Special Abilities
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RACE

Heart of the Streets: Gain a +1 racial bonus to Reflex saves and a +1 dodge bonus to AC when adjacent to two or more allies. Crowds do not count as difficult terrain.
Bonus Feat
TRAIT
Fed-Up Citizen! (Campaign): You gain a +1 trait bonus on Disguise checks, and Disguise is a class skill. In addition, when someone uses detect good or detect law on you, your HD are treated as 4 lower than they really are. You also gain a +1 trait bonus on all saving throws against mind-affecting effects.
Surprise Weapon (Combat): You gain a +2 trait bonus on attack rolls with improvised weapons.
Fortified Drinker (Religion): When you imbibe any alcoholic drink, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.
Pride (Drawback): You can't bear affronts to your dignity. When someone threatens, accuses, or challenges you, you take a -2 penalty on Diplomacy and Sense Motive checks involving that creature until they apologize to you.

CLASS
Bonus Feats:
1st level (Improved Dirty Trick), 2nd level (Power Attack)
Dirty Maneuvers:
Dirty Maneuvers: Gain a +1 bonus on disarm, dirty trick, and steal combat maneuver checks, and a +1 bonus to CMD when attacked with the same. These bonuses increase by +1 every 4 levels after 2nd (max. +5).

FEAT
Combat Expertise (Human Bonus):
When you make an attack with a melee weapon, you can choose to take a -1 penalty to attack rolls and combat maneuver checks and gain a +1 dodge bonus to your AC for one round. Your bonus to AC increases by another +1 if you're wielding your dueling dagger (even if you don't attack with it).
Improved Dirty Trick (Fighter Bonus): You do not provoke attacks of opportunity when using the dirty trick combat maneuver. You also gain a +2 bonus on CMB to attempt dirty tricks, and gain a +2 bonus to your CMD against them.
Improved Unarmed Strike (1st): You do not provoke attacks of opportunity for unarmed attacks, and are always considered armed. Your unarmed strikes can deal lethal or nonlethal damage, your choice.
Power Attack (Fighter Bonus 2): You can choose to take a -1 penalty to all attack rolls for one round to gain a +2 bonus to damage rolls (+3 when using a weapon two-handed).