Sacred Killer

*Arioch's page

468 posts. Organized Play character for Shadow Dragon.


Full Name

Arioch

Race

Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3

Classes/Levels

Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

Gender

Male

Size

Medium; 6'1" 160 lbs

Age

18

Special Abilities

Finesse Training, Trapfinding, 2d6 Sneak Attack, Evasion, + 1 to Perception and Disable Device vs. traps, +1 to Reflex and AC vs. traps, +1 Perception vs. surprise

Alignment

Chaotic Neutral

Deity

Calistria

Location

Absalom

Languages

Common, Orc, Draconic

Occupation

Rapscallion

Strength 12
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 11

About *Arioch

Arioch
Male Half-Orc Unchained Rogue 3
CN Medium Humanoid (human and orc)
Init + 6; Senses: Perception + 9 (Darkvision 60', +1 vs. surprise)

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Defense

AC 18, touch 14, flat-footed 13 (+ 4 armor, + 4 Dex) (+1 vs. traps)
HP 27 (3d8 + 6 + 3)
Fort + 5, Reflex + 9 (+1 vs. traps), Will + 3

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Offense
BAB = + 2 CMB = + 3 CMD = + 17

Speed 30 ft.

Melee
MW Elven Curve Blade (+ 7 to hit, + 6 to damage, 1d10/18-20x2) deals S damage
Dagger ( + 6 to hit, + 1 to damage, 1d4/19-20x2) deals P or S damage
Sap (+ 6 to hit, + 1 to damage, 1d6/x2) deals B damage [Nonlethal]
Mace, light (+ 6 to hit, + 1 to damage, 1d6/x2) deals B damage

Ranged
Dagger (+ 6 to hit, + 1 to damage, 1d4/19-20x2) deals P damage
Crossbow, light (+ 6 to hit, +0 to damage, 1d8/19-20x2) deals P damage
Bolts, crossbow (10) [2]

Space: 5 ft.; Reach: 5 ft.

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Skills
Acrobatics 9 [2 ranks, +3 class skill, +4 Dex]
Appraise 5 [1 rank, +3 class skill, +1 Int]
Bluff 4 [1 rank, +3 class skill]
Climb 5 [1 rank, +3 class skill, +1 Str]
Craft (Locks) 5 [1 rank, +3 class skill, +1 Int]
Diplomacy 4 [1 rank, +3 class skill]
Disable Device 12 [3 ranks, +3 class skill, +4 Dex, +2 EQ]
Escape Artist 8 [1 rank, +3 class skill, +4 Dex]
Intimidate 6 [1 rank, +3 class skill, +2 racial]
Knowledge (Dungeoneering) 5 [1 rank, +3 class skill, +1 Int]
Knowledge (Local) 7 [3 ranks, +3 class skill, +1 Int]
Linguistics 5 [1 rank, +3 class skill, +1 Int]
Perception 9 [3 ranks, +3 class skill, +3 SF]
Sleight of Hand 9 [2 ranks, +3 class skill, +4 Dex]
Sense Motive 4 [1 rank, +3 class skill]
Swim 5 [1 rank, +3 class skill, +1 Str]
Stealth 10 [3 ranks, +3 class skill, +4 Dex]

Languages: Common, Orc, Draconic

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Half-Orc Racial Traits:

Standard Racial Traits

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Alternate Racial Traits

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

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Traits:

Fate's Favored

Category: Basic (Faith)

The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Reactionary

Category: Basic (Combat)

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Weapon Finesse [Bonus 1st level Unchained Rogue]
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Skill Focus (Perception) [1st Level Feat]

Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skill Selected: Perception

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

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Class Features

Unchained Rogue Class Features:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Current Sneak Dice = 2d6

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Weapon selected for Finesse Training: Elven Curve Blade

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.

2nd Level Rogue Talent:
Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).
Feat Selected:
Exotic Weapon Proficiency

Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Prerequisites: Base attack bonus +1.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Exotic Weapon Selected: Elven Curve Blade

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

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Inventory Tracking Sheet

Mundane Gear:

Mithral Chain Shirt
MW Elven Curve Blade
Crossbow, Light
Thieves' Tools (common)
MW Studded Leather Armor
MW Backpack
MW Thieves Tools

Alchemical Gear:

Acid (flask)
Alchemist's Fire (flask)
Tindertwig [2]
Tanglefoot Bag
Holy Water

Magical Items:

Wand of Cure Light Wounds (45 charges)
Potion of Cure Light Wounds [2]

Mundane Gear not on Item Tracking Sheets:

Explorer's Outfit
Leather Armor
Bolts (10) [2]
Dagger [4]
Mace, light
Sap [2]
Bedroll
Blanket
Soap
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [4]
Rations, trail [4]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Waterskin
Book, journal
Ink
Inkpen [3]
Chalk [10]
Flint & Steel
Bandolier [2]
Wrist Sheath (spring loaded) [2]
Grooming Kit
Mess Kit
Canvas (sq. yd.) [5]
Weapon Cord [2]
Artisan's Tools (common)
Cold Iron Dagger [2]
Alchemical Silver Dagger

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Arioch's Boons:

Pathfinder Society Scenario #7–10: 'The Consortium Compact'

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Pathfinder Society Scenario #6–10: 'The Wounded Wisp'

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use
this boon, cross it off your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Pathfinder Society Scenario #7–07: 'Trouble in Tamran'

Trusted in Tamran: Venture Captain Oraiah Tolal exonerated the Society without increasing tensions between Nirmathas and Molthune, thanks to the information you provided. One of the members of the Nirmathi militia offers you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.
+1 human bane ammunition
+1 seeking ammunition
+1 flaming ammunition
+1 holy ammunition (limit 1)

Pathfinder Society Scenario #3–15: 'The Cyphermage Dilemma'

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate Scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a + 2 bonus on Knowledge (Arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a + 2 bonus on Diplomacy checks made in the city to gather information.

Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attetnion. You receive a + 2 bonus on Intimidate checks made in Riddleport as a result.

Pathfinder Module: 'We Be Goblins Too!'

[b]You Really Be Goblin: You have spent considerable time—almost certainly too much time— studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.

Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a + 2 dodge bonus to AC for 1 round.

Bouncy: (Pathfinder Module: We Be Goblins Too 15)

Goblin Bravery: (Pathfinder Module: We be Goblins Too 15)

Owlbear Companion: You recovered a clutch of owlbear eggs and may raise one of the hatchlings as a pet. If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear. The owlbear companion uses the stats of a bear companion with the following modifications: all Handle Animal checks made to train or handle the owlbear suffer a –4 penalty; the bonus granted by the Devotion ability increases to +5; the creature’s starting Charisma score is 10; and the animal companion looks like an owlbear instead of a normal bear. This owlbear is considered an animal for all purposes.

Pathfinder Society Scenario #33: 'Assault on the Kingdom of the Impossible'

Mask of the Tiger's Eye: This mundane item is worn by students, veterans, and teachers of the Tiger’s Eye form of martial arts in Jalmeray. The mask uses up the “head” slot for magical items when worn by a PC and provides the wearer with a +2 circumstance bonus to Intimidate checks.
Cost: 55 gp.

If Zamir is coerced into joining the Pathfinder Society: Venture-Captain Mihir presents you with a copper coin that has the sigil of the Open Road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a + 4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check.
You may only use this coin once per Scenario.