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About Ayedan SlipstreamCharacter Sheet:
Medium Outsider (Native) Init +9; Senses darkvision 60; Perception +19 DEFENSE AC: 22 Flat AC: 22 Touch AC: 15 (+6 armor, +1 deflection, +4 dex, +1 nat, +2 race v. nonmagical ranged attacks)
OFFENSE
Statistics
SKILLS Skill Ranks: Acrobatics +22 (15), Appraise +13 (8), Disable Device +29 (15), Escape Artist +22 (15), Fly +22 (15), Kn: dungeoneering +12 (7), Kn: Local +13 (8), Linguistics +20 (15), Perception +19 (15) (+26 to find traps), Stealth +32 (15), Swim +13 (7), UMD +17 (15) Total: (150) Favored Class: Rogue +1 hp per level. Stat Inc:
Rogue Abilities:
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.
+8d6 Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. +7 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. Dagger
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.
Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent. Shield Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent. Detect Magic Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM. Weapon Training: A rogue who selects this talent gains Weapon Focus as a bonus feat. 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). +5 Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. Acrobatics
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent. Double Debilitation* (Ex): Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties. Opportunist (Ex): The rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round and can't be used more than once per round. Stalker Talent: The rogue can select a vigilante talent. For the purposes of selecting and using this talent, she counts as a 10th-level vigilante with the stalker specialization, regardless of her actual rogue level. Her sneak attack counts as a hidden strike with reduced damage for the purpose of determining the effects of her vigilante talent, which means, among other things, that she can’t apply any of the vigilante talents marked with an asterisk (*) to her sneak attacks. Hide in Plain Sight (Ex): The vigilante can use Stealth to hide even when being observed. As long as he is within 10 feet of dim light (his own shadow doesn’t count), he can hide without anything to actually hide behind. Only a stalker vigilante of at least 8th level can select this talent.
Feats and Traits:
FEATS 1-Two-Weapon Fighting 1-Weapon Finesse (class bonus) 2-Weapon Focus: Dagger (talent bonus) 3-Airy Step: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage 5-Combat Reflexes 5- Bookish Rogue (bonus) 7-Improved Initiative 9-Wings of Air: Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor. 10-Skill Focus: Stealth (bonus) 11-Hellcat Stealth 13-Piranha Strike 15-Outflank RACIAL TRAITS Native Outsider: Sylphs are outsiders with the native subtype. Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Sylphs have a base speed of 30 feet. Darkvision: Sylphs can see in the dark up to 60 feet. Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait. Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance. Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity. Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. TRAITS
River Rat (Marsh or River): You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Gear:
Cloak of Resistance +5 25000 1# Celestial Armor 22400gp 20# Ring of Protection +2 8000gp Headband of Vast Intelligence +4 16000gp 1# Belt of Incredible Dexterity +6 36000gp 1# Amulet of Natural Armor +2 8000gp Ring of Invisibility 20000gp Boots of Speed 12000gp 1# Gloves of Reconnaissance 2000gp Corset of the Vishkanya 3000gp 1# Eyes of the Eagle 2500gp Unfettered Shirt 10000gp Helm of Comprehend Languages and Read Magic 5200gp 3# Campfire Bead 720gp Efficient Quiver 1800gp 2# Eversmoking Bottle 5400gp 1# Clear Ioun Stone 4000gp Dusty Rose 5000gp Traveler’s Any Tool 250gp 2# Handy Haversack 2000gp 5# Wand of Acid Splash 375gp
Arrows (20) 1 3lbs
Backstory:
Ayedan's tribe wandered the deserts, like the winds they are from. Moving from town to town gave Ayedan a lot of new experiences, not all of them good. His tribe was branded as thieves and were not trusted when they came to towns. The children would chase and attack him in towns large and small. He developed his shyness as a result of this. As he started to get older, his tribe was getting more desperate and they started stealing from the boats on the river and Ayedan developed a love of the dagger as he always had one with him. Eventually most members of the tribe were caught and executed. Ayedan wasn't caught and left town to wander through the land. He would occasionally befriend others with a link to the elemental planes like himself, never truly trusting humans.
Daily Resources:
Dice:
[dice=+1 Cold Iron Dagger One Attack]1d20+11[/dice] [dice=Damage]1d4+6[/dice] [dice=+1 Cold Iron Dagger 1st Attack]1d20+9[/dice] [dice=Damage]1d4+6[/dice] [dice=+1 Mithral Dagger 2nd Attack]1d20+9[/dice] [dice=Damage]1d4+6[/dice] [dice=Dagger Thrown]1d20+10[/dice] [dice=Damage]1d4+5[/dice] [dice=Shortbow]1d20+9[/dice] [dice=Damage]1d6[/dice] [dice=Perception]1d20+11[/dice] [dice=Acrobatics]1d20+14[/dice] [dice=Appraise]1d20+9[/dice] [dice=Climb ]1d20+7[/dice] [dice=Disable Device]1d20+17[/dice] [dice=Disguise ]1d20+6[/dice] [dice=Escape Artist]1d20+14[/dice] [dice=Kn: dungeoneering]1d20+8[/dice] [dice=Kn: local]1d20+9[/dice] [dice=Linguistics]1d20+12[/dice] [dice=Sleight of Hand]1d20+14[/dice] [dice=Stealth]1d20+18[/dice] [dice=Swim]1d20+7[/dice] [dice=Fort Save]1d20+4[/dice] [dice=Reflex Save]1d20+10[/dice] [dice=Will Save]1d20+4[/dice] |