Ramona Avandth

Arberie Morina's page

57 posts. Alias of rdknight.


Full Name

Arberie Morina

Race

Human Rogue 1 HP 11/11 | AC 19 T 18 FF 14 | F +3 R +6 W +2 | CMD 14 PSD 12 | Init +4 | Perc +2

Gender

Female

Size

Medium

Age

19

Alignment

CG

Languages

Taldane, Varisian

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 12
Charisma 12

About Arberie Morina

Arberie Portrait

Statistics:

Initiative: +4 (+4 DEX)
Perception: +2 (+1 level, +1 WIS)(+1 to spot traps)
Speed: 30ft
HP: 11 (8 class, +2 CON +1 FBC)
Fortitude: +3 (+2 class +1 Tenacity)
Reflex: +6 (+4 DEX, +2 Class)
Will: +2 (+1 WIS, +1 Tenacity)

AC: 19 (10 +4 DEX, +3 unarmored training, +1 dodge, +1 buckler)
CMB: +0 (+0 BAB, +0 STR)
CMD: 14 (10 +0 BAB, +0 STR, +4 DEX)
PSB: +1 (+0 BAB, +1 CHA)
PSD: 12 (10 +0 BAB, +1 WIS)

Melee: (Rapier/Dagger) +4 (+0 BAB, +4 DEX)
Ranged: (Dagger) +4 (+0 BAB +4 DEX)

Skills:

Skills per Level: 10 (8 class +1 INT, +1 Skilled)
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Acrobatics +8 (+1 rank +4 DEX +3 class)
Athletics + 4 (+1 rank +0 STR +3 class)
Craft +1 (+0 rank +1 INT +0 class)
Deception +6 (+1 rank +1 CHA +3 class, +1 (Fencing)
Disable Device +9 (+1 rank +4 DEX +3 class +1 skill speciality)
Escape Artist +8 (+1 rank +4 DEX +3 class)
Fly +4 (+0 rank +4 DEX +0 class)
Heal +1 (+0 rank +1 WIS +0 class)
Influence +5 (+1 rank +1 CHA +3 class)
Knowledge (arcane) +1 (+0 rank +1 INT +0 class)
Knowledge (civilization) +5 (+1 rank +1 INT +3 class)
Knowledge (divine) +1 (+0 rank +1 INT +0 class)
Knowledge (dungeoneering) +5 (+1 rank +1 INT +3 class)
Knowledge (engineering) +1 (+0 rank +1 INT +0 class)
Knowledge (history) +1 (+0 rank +1 INT +0 class)
Knowledge (martial) +1 (+0 rank +1 INT +0 class)
Knowledge (nature) +1 (+0 rank +1 INT +0 class)
Knowledge (occult) +1 (+0 rank +1 INT +0 class)
Knowledge (planes) +1 (+0 rank +1 INT +0 class)
Linguistics +1 (+0 rank +1 INT +0 class)
Lore +1 (+0 rank +1 INT +0 class)
Perform +1 (+0 rank +1 CHA +0 class)
Profession +1 (+0 rank +1 INT +0 class)
Sense Motive +5 (+1 rank +1 WIS +3 class)
Sleight of Hand +8 (+0 rank +4 DEX +3 class +1 Scoundrel) (+2 to Conceal Weapon)
Spellcraft +1 (+0 rank +1 INT +0 class)
Stealth +8 (+1 rank +4 DEX +3 class)
Survival +1 (+0 rank +1 WIS +0 class)
Use Magic Device +5 (+1 rank +1 CHA +3 class)

Human:

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+2 to One Ability Score:
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium:
Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed:
Humans have a base speed of 30 feet.

Bonus Feat:
Humans select one extra feat at 1st level.

Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Draconic or Druidic)

Feats:

Dodge:
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or into a threatened square. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Extra Combat Talent (Fencing | Fast Feint):
Your knowledge of combat is easily expanded.
Benefit: Gain an additional sphere or a talent from a combat sphere you possess.
Special: You may take this feat multiple times. The effects stack.


Trait:

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Grim Optimism:
Growing up with no one to rely on but yourself, you learned to keep a realistic view of your situation and avoid falling into the trap of cynicism with a healthy dose of wit. As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.

Rogue:

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Weapon and Armor Proficiencies:
Rogues are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Combat Training (Ex):
A rogue is considered a Proficient practitioner, gaining spheres and talents as appropriate, and uses the higher of their Charisma or Intelligence as their practitioner modifier.

Skill Specialty:
A rogue dedicates herself to refining specific sets of skills. A rogue gains one of the following skill specialties at 1st level, 4th level, and every 6 levels thereafter. Each skill specialty grants bonuses equal to 1/2 the rogue’s level (minimum +1) on certain checks. A rogue cannot gain a skill specialty more than once and bonuses from different skill specialties do not stack.

+Trapfinding:
Grants a bonus on Disable Device checks and on Perception checks made to locate traps. The rogue can use Disable Device to disarm magic traps.

Sneak Attack:
If a rogue can catch an opponent when she 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. Extra damage from sneak attacks is precision damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks 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. If a rogue chooses to deal nonlethal damage with a weapon that normally deals lethal damage (with the usual –4 penalty to the attack roll) while making a sneak attack, then the sneak attack damage is also nonlethal. 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.

Tenacity:
A rogue is cunning and resilient, she gains a +1 bonus on her Fortitude and Will saves. These bonuses increase by 1 at 7th level and again at 14th level.

Martial Tradition / Spheres:

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Thief Martial Tradition:
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+Bonus Talents:
Equipment: Rogue Weapon Training
Scoundrel sphere
Fencing sphere
Variable: Thieves gain either an Equipment talent of their choice, or a talent from the Scoundrel or Fencing spheres.

+Rogue Weapon Training (discipline):
You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

+Unarmored Training:
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

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Fencing Sphere:
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When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

+Fatal Thrust:
Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Fast Feint:
You may attempt to feint a creature as a move action. In addition, once per round when you succeed on a feint attempt against a creature, you may expend martial focus to move up to your speed. This movement does not provoke attacks of opportunity from the target of your feint. Associated Feat: Improved Feint.

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Scoundrel Sphere:
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When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scoundrel sphere gain the following abilities:

+Swift Hands:
You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

+Marked Target:
You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.
++Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

Gear/Possessions:

GP 4, SP 9, CP 4

Rapier
Dagger (Cold Iron)
Kukri
Kunai x2 (wrist sheaths)
Switchblade (pocketed scarf)
Buckler
Wrist Sheath
Spring-Loaded Wrist Sheath
Traveler's Outfit
Pocketed Scarf
Rogue's Kit:
-Backpack
-Thieves' Tools
-Bedroll
-Belt Pouch
-Flint & Steel
-Mirror
-Rope 60'
-Grappling Hook
-Soap
-Waterskin
-Mess Kit
Grooming Kit
Whetstone
Pen & Ink
Journal

Consumables:

Acid Flask (2)
Caltrops (2)
Pitons (10)
Chalk (10)
Candles (4)
Torches (10)
Rations (5)