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About AxutainAxutain
Basics:
Defense: AC 22 HP 62 Fort +8, Ref +12, Will +10 Offense:
ClassDC: 20(10+level5+training2+dex3) Speed: 30 walking, 30 swimming
Stats:
Str: 16 Dex: 16 Con: 12 Int: 12 Wis: 12 Cha: 16 Feats & Traits:
Wetlander Heritage: Your family is descended from the most common lizardfolk heritage, and you are accustomed to aquatic environments. You gain a 15-foot swim Speed. Ancestory Feats Reptile Speaker:You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles). Swift Swimmer: You swim faster than most iruxi. Your swim Speed increases to 25 feet. Rogue Feats
Mobility You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Dread Striker You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks. Skill Feats
Underwater Marauder: You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Intimidating Prowess: In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2. Lasting Coercion: When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month. Natural Medicine You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. Quiet Allies: You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls. General Feats
Training:
Equipment Training level+Level Simple Weapons:+4+5 Rapier, Shortbow/sword, sap: +4+5 Unarmed Strikes:+2+5 Light Armor:+2+5 Medium Armor +2+5 Unarmored Defense:+2+5 Rogue Class DC:+2+5 Skills
Spells & Abilities:
Ruffian: You prefer to strong-arm or intimidate others rather than rely on finesse or fancy tricks. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power. Or, you might use your skills on the up and up, in a private security detail or as a guard in a city with the right temperament. You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the flat-footed condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size). You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor. Sneak Attack 2d6 When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.(Altered by Ruffian Racket) Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you. Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank. Weapon Tricks You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding. Spark blade Once per day, you can spend 1 action to point the sparkblade at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing 2d4+4 electricity damage to each creature (DC 19 basic Reflex save) Equipment:
Bulk limit: 8/13(33/38) Current bulk: 7.9 Weapons and Armor:
Magic Items:
Various:
Sheath(worn) -
Ordinary Clothes -
Cash: 31gp, sp, 0cp
Backstory:
Quirks: Boons:
Chronicles & Wealth:
Starting: Current wealth:
Misc:
PFS # XP: 0 PP: 0/0 Header: Rogue 5 [ HP / | AC ()| Fort + Ref + Will + |Init/Perc + | Effects: none ] Magical equipment:
Errata:
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