Full Name |
Arthur Tsovol |
Race |
Human |
Classes/Levels |
Rogue 1 |
Gender |
Male |
Size |
Medium |
Age |
17 |
Alignment |
Chaotic Good |
Deity |
Berasma |
Location |
? |
Languages |
Human, Orc, Halfling |
Occupation |
Sailor |
Strength |
18 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
10 |
About Arthur Tsovol
ARTHUR TSOVOL
CR 1/2
Male Human rogue 1
CG medium humanoid (human)
Init +4; Senses Perception +7,
Languages Common, Halfling, Orc
AC 13, touch 10, flat-footed 13
hp 10 (1HD)
Fort +2, Ref +2, Will +4
Speed 30 ft. (6 squares)
Melee rapier +4 (1d6+4/18-20)
Ranged shortbow +0 (1d6/x3)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +4; CMD 14
Atk Options Blind-Fight, Sneak Attack 1d6,
Special Actions Abilities Str 18, Dex 10, Con 14, Int 14, Wis 16, Cha 10
Special Qualities Bonus Feat, Finesse Training, Skilled, Trapfinding,
Feats Blind-Fight, Improved Initiative, Weapon Finesse
Skills Acrobatics -1, Appraise +2, Artistry +2, Bluff +4, Climb +7, Craft (Untrained) +2, Disable Device +4, Escape Artist -1, Fly -1, Heal +3, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Perception +7, Perception (Trapfinding) +8, Profession (Sailor) +7, Ride -1, Sense Motive +7, Stealth +3, Survival +3, Swim +3,
Possessions rapier; traveler's outfit; studded leather; arrows (20); bedroll; Backpack, Common [ Flint and Steel; Holy Symbol (Wooden); Rations (Trail/Per Day) (x10); Rope (Hemp/50 ft.); Thieves' Tools; Torch (x5); ]; Shortbow ; Bonus Feat Humans select one extra feat at 1st level.
Fencer You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
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.
Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
No Racial Subtype You have chosen no racial subtype.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Skills
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.