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About *AriochArioch
======================================================================== Defense AC 17, touch 14, flat-footed 13 (+ 3 armor, + 4 Dex)
======================================================================== Offense
Speed 30 ft. Melee
Ranged
Space: 5 ft.; Reach: 5 ft. ======================================================================== Skills
Languages: Common, Orc, Draconic ======================================================================== 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.
======================================================================== 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]
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.
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.
======================================================================== 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. 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. 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:
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
======================================================================== Inventory Tracking Sheet Mundane Gear:
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 (48 charges) 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 |