Thief

Amal's page

140 posts. Alias of Endoralis.


Full Name

Amal Tabloorasa

Race

Human

Classes/Levels

Rogue (Trapsmith 1)

Gender

Male

Size

5'5"

Age

21

Alignment

Neutral Good

Location

Wati

Languages

Common, Necril, Ignan

Strength 10
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 13
Charisma 8

About Amal

Amal Tabloorasa
Rogue (Trapsmith) 1
NG Medium Humanoid (Human)
Init +5, Senses Normal, Perception +5
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 9 ((1d8+1))
Fort +1, Ref +5, Will +1
+2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.
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OFFENSE
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Melee Shortsword x2 Attack +3 Hit: 1d6 Crit: 19-20
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STATISTICS
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Str 10, Dex 17, Con 12, Int 14, Wis 13, Cha 8
Speed 30 ft.
BAB +0; CMB 0; CMD 13
Feats Weapon Finesse, Two Weapon Fighting
Skills Acrobatics +7, Appraise +6, Craft (Traps) +6, Disable Device +7, Escape Artist +7, Knowledge (Dungeoneering) +6, Perception +5, Sense Motive +5, Sleight of Hand +7, Stealth +7, Use Magic Device +3
Traits Mummy Cursed, Reactionary
Languages Common, Necril, Ignan
Possessions: Leather Armor, Two Short Swords, Hot Weather Outfit, Mask, Bedroll, Five Torches, 100ft of String, Masterwork Thieves Tools, Waterskin, Masterwork Backpack, 7 days Trail Rations.
Total weight: 56lb (Light)
Wealth: 40g, 3s, 3cp
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SPECIAL ABILITIES
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Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack
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 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.