Cimri Staelish

BD's NPC's page

137 posts. Alias of bluedove.


Full Name

Cimri Staelish

Race

Human

Classes/Levels

Rogue Hell's Vengeance Combat Map

Gender

Female

About BD's NPC

CIMRI STAELISH

Female Human Rogue 4
NE Medium humanoid (human)
Init +3; Senses Perception +7,
Temporary Bonuses Applied Shield of Faith,

DEFENSE

AC 18, touch 15, flat-footed 18 (+3 armor, +3 Dex, +2 deflection, )
hp 27 (4d8)+4
Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps
Defensive Abilities Danger Sense +1, Evasion, Uncanny Dodge,

OFFENSE

Speed 30 ft.
Melee masterwork kukri +7 (1d4+3/18-20)
Melee masterwork rapier +7 (1d6/18-20)
Ranged oil, 1 pint flask +6 (1d6)
Melee kukri +6 (1d4+3/18-20)
Ranged dart +6 (1d4+1)
Ranged thunderstone +6 (/none/x0)
Ranged alchemist's fire +6 (1d6)
Melee sap +6 (1d6+1)
Special Attacks Sneak Attack 2d6,

STATISTICS

Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 17
Feats Bookish Rogue, Combat Reflexes, Magical Aptitude, Weapon Finesse
Skills Acrobatics +10, Appraise +2, Bluff +9, Climb +5, Craft (Untrained) +2, Diplomacy +9, Disable Device +12, Disguise +2, Escape Artist +8, Fly +3, Intimidate +11, Knowledge (Local) +7, Perception +7, Perception (Avoid Surprise) +8, Perform (Untrained) +2, Ride +3, Sense Motive +4, Sleight of Hand +8, Stealth +10, Swim +1, Use Magic Device +11,
Languages Abyssal, Common, Infernal
Archetypes Counterfeit Mage,
SQ Bonus Feat, Bonus Rogue Talent (4x), Debilitating Injury, Finesse Training, Magical Expertise, Minor Magic (Mage Hand), One of the Multitude, Signature Wand, Weapon Choice (Kukri), , , ,
Possessions masterwork kukri; masterwork rapier; explorer's outfit; feather token (whip); thieves' tools (masterwork); wand of shocking grasp; kukri (x3); dart (x4); thunderstone; alchemist's fire; sap; Backpack, Masterwork [ Rope, Silk (50 ft.); Lantern (Hooded/Waterproof); Alchemist's Kindness; Poison, Blue Whinnis (x2); Grappling Hook, Common; Oil, 1 Pint Flask (x3); Outfit (Pickpocket's); ];

SPECIAL ABILITIES

No Racial Subtype You have chosen no racial subtype.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Rogue Talent (4x) The human gains +1/6 of a new rogue talent.

Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for 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 (if you have trap sense from another class).
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.

Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Evasion

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.

Heirloom Weapon When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Local Tough You were born and raised in the town of Longacre on the southwestern fringes of the Whisperwood, or at least have lived there long enough that you're considered a native. You've never been one for the quiet life, and have been considered a miscreant and reprobate since you were a child. As an adult, you've made something of a name for yourself as a thug, enforcer, and petty thief in town, hiring yourself out to anybody who needs muscle in exchange for a few coins. In the course of such employment, you've worked with another local troublemaker named Cimri Staelish and have become friends. Cimri has recently gotten involved with some shadowy, though powerful, characters, and as Hell's Vengeance begins, you and a group of other ne'erdo-wells have agreed to help Cimri burgle a tannery just outside town. With luck, this could be the start of bigger and better things than just working as hired muscle. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. In addition, you gain a +1 trait bonus on weapon damage rolls when you are flanking a foe with an ally.

Magical Expertise (Ex) A counterfeit mage adds +2 his level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps.

Minor Magic (Mage Hand) (Sp) You can cast Mage Hand. This spell can be cast at will as a spell-like ability. The caster level for this ability is 4. The save DC for this spell is 12.

One of the Multitude City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking.

Power-Hungry You're addicted to power. You take a -2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Proficiency (Kukri)

Signature Wand (Ex) A counterfeit mage can spend 1 hour practicing
with a wand to designate it as his signature wand. He can draw that wand as a free action, and can activate it without having to succeed at a Use Magic Device check. He can change his signature wand once per day.
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 2d6 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.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Choice (Kukri) (Ex) Dexterity to Damage with Kukri