Nephilim

Beltin Benedict's page

303 posts. Alias of Chainmail.


Full Name

Beltin Bendedict

Race

Human [AC: 19 (21 small); ff 14; T:15] HP=37/37 F +2/R+9/W+2 CMD 18

Classes/Levels

Rogue (Counterfeit Mage) 4

About Beltin Benedict

Chaotic Good Rogue (Counterfeit Mage) 4
Race: Human (Ulfen)
Worships: Tykee (Luck and Good Fortune CG)
Languages: Common, Ulfen, Elvish,
XP =
STR=10
INT=14
DEX=20
CON=13
WIS=12
CHA=12

Offense:

___________________________________________________________
+7 Initiative (+5 Dex +2 trait)
+2 BAB
dagger +8 (S 19-20, 1d4+5)
dagger 2 weapon +6 (S 19-20, 1d4+5)

+3 CMB (+3 BAB, +0 Str)
+18 CMD (+3 BAB, +0 Str, +5 Dex, +10)

Defense:

____________________________________________________________
Current hp: 37/37

Max hp: 37 (8,7,8,6; +4 Con, +4FC)
AC 19 [+5 Dex, +4 mage armor, +10]
Flatfoot AC 14 [+10, +4 mage armor]
Touch AC 19 [+5 Dex, +4 mage armor, +10]

+2 Fort (+1 base, +1 Con)
+9 Ref (+4 base, +5 Dex)
+2 Will (+1 base, +1 Wis)

Racial traits/abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice (Dexterity Chosen) at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
•Bonus Feat: Humans select one extra feat at 1st level.
•Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

rogue unchained abilities:

Weapon and Armor Proficiency
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.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Magical Expertise (Ex)
At 1st level, a counterfeit mage adds 1/2 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.
This ability replaces trapfinding.

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 (dagger chosen). 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.

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.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.

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).

Signature Wand (Ex)
At 4th level, a counterfeit mage can spend 1 hour practicing with a wand to designate it as his signature wand (Vanish 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.
This ability replaces the rogue talent gained at 4th level.

Skills:

10+FC/lvl (11)/lvl
+12 Acrobatics (Dex +5, Ranks 4, Class Skill +3)
+6 Appraise (Int +2, Ranks 1, Class Skill +3)
+5 Bluff (Cha +1, Ranks 1, Class Skill +3)
+4 Climb (Str +0, Ranks 1, Class Skill +3)
+9 Craft Alchemy (Int +2, Ranks 4, Class Skill +3)
+5 Diplomacy (Cha +1, Ranks 1, Class Skill +3)
+17 Disable Device (Dex +5, Ranks 4, Class Skill +3, +3 Skill Focus, mwork +2) +19 vs magic traps
+5 Disguise (Cha +1, Ranks 1, Class Skill +3)
+9 Escape Artist (Dex +5, Ranks 1, Class Skill +3)
+5 Fly (Dex +5, Ranks 0)
+1 Handle Animal (Cha +1, Ranks 0)
+1 Heal (Wis +1, Ranks 0)
+1 Intimidate (Cha +1, Ranks 0, Class Skill +3)
+6 Knowledge Dungeoneering (Int +2, Ranks 1, Class Skill +3)
+9 Knowledge Local (Int +2, Ranks 4, Class Skill +3)
+9 Linguistics (Int +2, Ranks 2, Class Skill +3, trait +2)
+8 Perception (Wis +1, Ranks 4, Class Skill +3)
+8 Sense Motive (Wis +1, Ranks 4, Class Skill +3)
+12 Sleight of Hand (Dex +5, Ranks 4, Class Skill +3)
N/A Spellcraft (Int +2, Ranks 0)
+12 Stealth (Dex +5, Ranks 4, Class Skill +3)
+1 Survival (Wis +1, Ranks 0)
+0 Swim (Str +0, Ranks 0)
+9 (+10 wands/scrolls) Use Magic Device (Cha +1, Ranks 4, Class Skill +3, +1 ioun stone)

Traits:

Reactionary: +2 to initiative
Propitiation: Your knowledge of the gods tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron.
At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local).
Benefit(s) You gain a +2 trait bonus on that skill until the start of the next day

Feats:

Starting: Fast Learner (Human)
You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait
1st level = Skill Focus (Disable Device)
3rd level = Two Weapon Fighting

Rogue talents:

Level 2 = Bleeding Attack
Benefit: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

Equipment:

+1 Dagger
+1 Rapier
Wand CLW (CL1) (47/50 charges) (750/0)
Wand Vanish (CL1) (50 charges)(750/0)
Ioun stone cracked pink and green sphere (200/0) +1 to CHA skill (UMD)
Scrolls CL1: Comprehend languages, magic weaponx2, expeditious retreatx2, shocking grasp, rope trickx2, jump, shield, reduce personx2-1mage armor x6-6(450/0)
2 spring loaded wrist sheaths (10/2)
2 weapon cords for 2 wands (.2/0)
4 acid flasks (20*/4) 2 expended
4 alchemical fires (40*/4) 2 expended
4 alkali flasks (30*/4) 1 expended
4 tar bombs (30*/8)
2 thunderstones (30*/2)
3 tanglefoot bags (75*/12) 2 expended
4 smoke sticks (20*/2)
2 bladeguard (40*/-)
2 holy water vials (50/2) 2 expended
2 iron pellet grenades (50*/2)
1 everburning torch (55*/1)
Portable Alchemists Kit (75/20)
2 cold iron daggers (8/2)
4 daggers (8/4)
2 silver weapon blanch (5*/2)
Mwork thieves tools (100/2)
Basic Essentials Kit
•Mwork backpack 50 gp 4 lbs*
•bedroll 1 sp 5 lbs*
•1-pint flask 3 cp 1.5 lbs
•3 days' trail rations 1.5 gp 3 lbs*
Total Cost: 51.63 gp
Weight: 13.5 lbs
Full Dungeoneering Kit
•hooded lantern 7 gp 2 lb
•4 pints of oil 4 sp 4 lbs
•crowbar 2 gp 5 lbs
•5 pitons 5 sp 2.5 lbs
•grappling hook 1 gp 4 lbs
•50-foot silk rope 10 gp 5 lbs
•3x chalk 3 cp
•10-foot pole 2 sp 8 lbs
•caltrops 1 gp 2 lbs
Total Cost: 22.13 gp
Weight: 32.5 lb
Holy Symbol, Tykee, wooden x5 (5/-)
Traveler's Outfit, (0/5)
Pouch, Beltpouch, (1/.5)
Flint and Steel(1/0)
Waterskin(1/4)
Case, Scroll, (1/.5)
10 pieces of parchment(2/0)
inkpen(.1/0)
.5 ounces of ink(4/0)
Club (1d6 B x2) (-/3)
Carrying Capacity
Current cost: 2985.06
Current Weight:
Weath:14gold, 94cp

Light Load: x < 38 lbs.
Medium Load: 38 < x < 76 lbs.
Heavy Load: 76< x < 114 lbs

Appearance:

Beltin has dark hair, dark beard, and dark eyes. He dresses in a large overcoat that, upon further observation, conceals a mail shirt that is made of magical energy (mage armor). Although unremarkable in almost every way, his eyes seem to miss nothing as they seem to constantly evaluate every situation intently. Almost as if he is an animal at a watering hole looking constantly for threats.
He moves with a natural grace and every motion he makes seems to be effortless as if he is always trying to make the most efficient move possible. His walk seems somewhat unusual, his feet almost always seem to be landing on his toes. His gliding step is almost unnaturally silent.

Background:

Beltin was born to a single mother who, if you believe her story, was kidnapped and taken to a far away place. One where the laws of light and dark obeyed unnatural rules. If you believe her story further, that is where she met Beltin's father and conceived him.
All Beltin knew is he had to take care of his mother from a young age as her sanity slowly slipped from her. Finding treatment for her maladies and depressions became very costly and ultimately led Beltin to a life of crime. He took up alchemy to try and brew a potion to save his mother. Eventually he used his talents to help make alchemical devices that helped him further his life of petty crime.
When alchemy proved successful, Beltin found that he could pretend to be a powerful mage and use potions and magic scrolls to aid in his deception. The attention being a mage garnered him has encouraged his deception. His last girlfriend, a beautiful elf, was impressed that Beltin knew magic. When he found this ruse impressed the ladies, he vowed to keep up his 'magical' training.
With his mother locked away in an asylum, Beltin has finally ventured to the place he hopes to make a large amount of wealth or die. Zelkor's Ferry was the last place he visited before he signed his will and testament. Beltin did not expect to come back poor AND alive--he was aiming for rich or dead.