Nameless Assassin

Børak's page

685 posts. Alias of Robert Henry.


Classes/Levels

| HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Gender

Human Rogue (4th lvl) Trickster (1st Tier)

Age

19

Deity

Shai-Hulud

Languages

Fremen, Galach, Fremen battle language

About Børak

Hero Points @ 2
Initiative: 7 = 5 [dex] + 2 [trait]
Speed: 30 ft.
Hit Points: 56 = 4 (8[class] + 4 [Con] + 1 [FC] + 1 [toughness])

AC: 20 = 10 + 4 [armor] + 5 [dexterity] + 1 [TWD]
Touch: 15
Flat-footed: 15

Fort: + 5 = 1 [base] + 4 [constitution]
Ref: + 9 = 4 [base] + 5 [dexterity]
Will: + 5 = 1 [base] + 3 [wisdom] + 1 [trait]

Base Atk
CMB 4 = 3 [base] + 1 [strength]
CMD 19 = 10 + 3 [base] + 1 [strength] + 5 [dexterity]

Melee: + 4 = 3 [base] + 1 [strength]
Ranged: + 8 = 3 [base] + 5 [dexterity]

Stats: Str. 12, Dex. 20, Con. 18, Int. 12, Wis. 16, Cha. 8,

Abilities:

Race: Human
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Traits:
Heirloom Weapon: a +1 trait bonus on attacks of opportunity with that specific weapon
Child of Nature: +2 Survival to find food and water, +1 bonus on Knowledge (nature) becomes class skill.
Eyes of the Wild: +2 bonus on Perception in natural settings
Indomitable Faith - +1 to will saves
Militia Veteran: + 2 Survival becomes a class skill.
Reactionary - +2 bonus to Initiative

Drawbacks:
Spice addiction:
Scarred

Feats:
Human: Toughness
1st lvl: Two-Weapon Fighting (Combat)
2nd lvl: Two-Weapon Defense (Combat)
3rd lvl: Double Slice (Combat)
4th lvl: Precise Shot (Combat)


Class:
Unchained Rogue Archetpe: Sandshadow
Sneak Attack: 2D6 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.
Sandlink (Su): When an Sandshadow is in direct contact with an expanse of natural sand or unworked stone that is at least as large as she is, she adds half her rogue level (minimum 1) to Acrobatics and Perception checks. This replaces trapfinding.
Finesse Training: 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. 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.
3rd lvl: dagger
Rogue Talents:
2nd level Poison use
[i]4th lvl:
Lasting Poison
Sandcraft (Su): Sandcraft points @ 5 a Sandshadow can draw upon the power of sand to perform mystical tricks. At the start of each day, a Sandshadow gains a pool of sandcraft points equal to half her rogue level plus her Wisdom modifier, and she can spend sandcraft points to use certain abilities. This ability replaces evasion and the rogue talents gained at 4th
@ 2nd lvl: She can spend 1 earthcraft point to cast blend but this ability works only in areas of sand or unworked stone.
Danger Sense + 1 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).
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.
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.
favored class bonus: Rogue + 1 HP

Mythic Hero:
Trickster
Trickster Attack:Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Base Mythic Abilities:
Hard to kill: Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power @ 5: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier.
Surge: + 1d6 You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Path Abilities: (Trickster)
1st Path Ability: Defensive Move (Ex) Once per round, you can designate one opponent. Unless you attempt to move through that opponent’s space, your movement (including standing up from a prone position) doesn’t provoke attacks of opportunity from that opponent. If you move through the opponent’s space, you can still attempt an Acrobatics check to do so without provoking an attack of opportunity. You can take this ability more than once. Each additional time you select it, you can designate one additional opponent when you move.
Mystic Feats:

Skills:

44 = 4(8 [class] + 1 [Int] + 2 [background skills)
The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Knowledge (Nature) (Int.) and Survival (Wis) from Trait
Acrobatics:+ 12 = 5 [Dex] + 4 [rank] + 3 [class skill]
Appraise: + 1 [Int]
Bluff: - 3 = - 1 [Cha] – 2 [drawback]
Climb: + 5 = 1 [Str] + 1 [rank] + 3 [class skill]
Craft (alchemy) + 8 = 1 [Int] + 4 [rank] + 3 [background skill]
Diplomacy: - 1 [Cha]
Disable Device: + 12 = 5 [Dex] + 4 [rank] + 3 [class skill] + 2 [MW tools]
Disguise: - 6 = - 1 [Cha] – 5 [drawback]
Drive + 9 = 5 [Dex] + 1 [rank] + 3 [class skill]
Escape Artist: + 11 = 5 [Dex] + 4 [rank] + 3 [class skill]
Heal: + 3 [Wis]
Intimidate: - 1 [Cha]
Knowledge (geography) + 8 = 1 [Int] + 4 [rank] + 3 [background skill]
Knowledge (local) + 5 = 1 [Int] + 1 [rank] + 3 [class skill]
Knowledge (Nature) + 6 = 1 [Int] + 1 [rank] + 3 [class skill] + 1 [trait]
Perception: + 10/12 = 3 [Wis] + 4 [rank] + 3 [class skill] + 2 (natural settings) [trait]
Ride: + 10 = 4 [Dex] 3 [rank] + 3 [class skill]
Ride Worm 11 = 5 [Dex] + 4 [rank] + 3 [class skill]
Sense Motive: + 3 [Wis]
Stealth: + 12 = 5 [Dex] + 4 [rank] + 3 [class skill]
Survival: + 16/18 = 3 [Wis] + 4 [rank] + 3 [class skill] + 2 [trait] + 2 [para-compass] + 2 [Para-Tent] + 2 (find food/water) [trait]
Swim: 1 [Str]

Gear:

Mundane Items
Original Gear:
Warm weather outfit: N/A, N/A
Village Still suit: + 2 [AC] +4 [Maximum Dex Bonus] - 1 [Armor Check Penalty] 2% [water loss day] 20' [Speed] 20 lb. [Weight]
Crysknives @ 2: 1d4, 19-20x2, 10 ft, S&P, 1 lbs.
Free Kit Kit, Alchemist’s Weight 14 lbs. This kit includes an alchemy crafting kit (for crafting poisons), a backpack, a bedroll, a belt pouch, a flint and steel, ink, an ink pen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
sub-total 36 lbs.

Original Items purchased:
Wrist Sheath, spring loaded @ 2: 10 ml 2 lbs.
Filter Scarf 5 MLW, N/A
Water filtration device @ 2: 50 ml. 2 lb.
Thieves’ tools, masterwork: 100 ml. 2 lbs.
sub-total 165 ml 6 lbs.

Items found/purchased
2x simple blades [daggers]
set of Maker hooks
Thumpers
Sand-snorkel
Bunid Pistal @ 2 DMG 1d8 Crity x4 Range 80 ft. Clich1 Clip 5 >1 lbs. B and P —
Oil lens binoculars (from Ghir's funeral)
Wild Fremans still suit: cost 2 L
Wild Freman Para-Cumpus. +2 Survival cost: 1L
Wild Freman Para-tent +2 Survival cost 3L
Wild Freman Bundi Rounds 100 1L

Total weight of all gear: ?? lbs,
Items left at camp, Para-tent, village still suit, two found knives and two found pistols with ammunition

wealth 250 ml water - 165 ml water = 85 ml water ++ 15 L. - 7 L. = r = 7 l. 85 ml water

Carry Capacity
Light load: 43 lb. or less
Medium load: 44 lb.–86 lb.
Heavy load: 87 lb. –130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.


Ideas:

talents in relationship to poison:
Poison use
lasting poison
signature poison
swift poison
Feats:

10 min background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1. 5' 4" short in height and temperament.
2. Family was killed by House Jarrlo troups, when returning home from visiting his father's home seitch Shad
3. Hid his Father's chrysknife, uses it as primary weapon
4. adopted by Keenooo" Freman Village and considers the people who raised him family.
5. Learned to use poison from a local freman alchemist named Tanzor.
6. Very religious: Shai-Hulud.
7. Ambidextrous, uses knives almost to the exclusion of all other
weapons
8. badly scared on the left side of his face from a Jarrlo knife (think Josie Wales)
9. mother was from village Naib.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. He wants to return to his grandfather, Kunala's seitch.
2. Does a number for an off worlder body count, count?

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1. He knows where his grandfather's seitch is,
2. He doesn't know his little brother was taken captive, instead of his body burned with his parents.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. His grandfather: Kunala
2. the poisoner who trained him: Tanzor.
3. His younger brother (by two years): Ratel
Sorry forgot an enemy:
4. House Jarrlo?

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. When he's thinking he unconsciously rubs the scar on his face.
2. When he was little he would steal items for his bug out bag' so he could return to his grandfather. He would get reguarly beaten for it.
3. He was with his parents when they were attacked by House Jarrlo troops, he got away by killing one with his father's chrysknife. The same soldier who cut his face. He hid in the sand until the bodies were burned and the soldiers left.
4. He was taken in by Kasit's and Audi's family and raised as one of their own.
5. He wanted to learn the art of poisons, so he sought out 'old Tanzor' a one armed 'wild' Fremen, who, after losing his hand, stayed in the village letting his family believe he was dead.


Other rules:

The bad guys
Fremen phrases and words:
language
SUBAKH UL KUHAR: "Are you well?": a Fremen greeting. SUBAKH UN NAR: "I am well. And you?": traditional reply.

Dune Wiki
NPC's:

Nillic tribe counselor of the Red Shallow dunes Sietch, has a wife and daughter

Purchasable Freman gear:

water filter device 25 ml. 1 lbs. This device holds one liter of water; pouring the water out of the water filter device purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the device is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each device can cleanse 25 liter of water before deteriorating and becoming useless.

Stillsuits/Armor
Off worlder Still suit Cost 10L Armor/Shield Bonus +1 Maximum Dex Bonus +2 Armor Check Penalty -2 water loss day 10% Speed 15' Weight 30lbs
Village Still suit Cost 50L Armor/Shield Bonus +2 Maximum Dex Bonus +4 Armor Check Penalty -1 water loss day 2% Speed 20' Weight 20lbs
Wild Freman Still suit Cost 100L Armor/Shield Bonus +4 Maximum Dex Bonus +6 Armor Check Penalty 0 water loss day 0.5% Speed 30' Weight 10lbs


found loot:
here
full set of off world comms tools, a new long range comps radio unit, 2x slug throwers, 2x simple blades [daggers], pouch with some raw space you think about 49 grams, and 2 x poor quality heat ware suits on with 1L each of water
Found rifle here

adventure awaits:

Group Items purchased:

here 1x paracompass, 1x compaction tools, 1x Oil lens binoculars, 1x Stilltent [4man] [+Backpack it comes in], 3-sets of Maker hooks, 3x Thumpers, and 3x Sandsnorks,

House rules:

hereHouse Rule: You take over Half Damage in a round, roll V that DMG as a DC, or be dazed for a round from the shock.
House Rule: Players only, Even when you get to zero HP up to - your HP, you can act for one more round before you need to start rolling Fort saves.