Full Name |
Blake Fleming |
Race |
| HP: 7/16 | AC: 15, TAC: 12 | F: +3, R: +7, W: +6 | Perc: +6 Society +5 Deception/Diplomacy/Intimidation +7 |
Classes/Levels |
| Speed 25ft | Hero Points: 1/1 | | Active conditions: |
Gender |
Human (Valerian)Rogue (scoundrel) 1 |
Age |
24 |
Alignment |
CN |
Deity |
Cleos |
Occupation |
Noble |
Strength |
10 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
14 |
Wisdom |
12 |
Charisma |
18 |
About Blake Fleming
Blake Fleming
CN, Valerian Human Rogue (Scoundrel) 1
Background: Noble
Age: 24
Hair: Dirty Blonde
Eyes: Brown
Deity: Cleos
Heritage: Versatile Heritage
Str 10
Dex 14 (Human, Free)
Con 10
Int 14 (Noble, Free)
Wis 12 (Free)
Cha 18 (Human, Noble, Scoundrel, Free)
HP 16
AC 15
Perception (Expert) +6
Fort (Trained) +3
Ref (Expert) +7
Will (Expert) +6
Speed 25'
Rapier +5 to hit; 1d6p damage; Deadly d8, disarm, Finesse
Shortbow +5 to hit; 1d6p damage; Range 60 ft; Deadly d10
Skills: (7+2 Intelligence Bonus)
Acrobatics (T) +5
Arcana (T) +5
Athletics (T) +3
Deception (T) +7
Diplomacy (T) +7
Intimidation (T) +7
Lore (Genealogy, T) +5
Lore (Heraldry, T) +5
Occultism (T) +5
Religion (T) +4
Society (T) +5
Stealth (T) +5
Languages: Common + 2 more
Offense:
Simple Weapons (T) (+rapier, sap, shortbow, shortsword)
Unarmed Strike (T)
Weapon Finesse
Sneak Attack 1d6
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.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
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.
Defense:
Light Armor (T)
Unarmored Defense (T)
Class Features:
Class DC (T): 17
Feats:
*Ancestry:
Haughty Obstinacy: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
*Background
Courtly Graces
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
*Class:
You’re Next [reaction] Prerequisite(s) trained in Intimidation
Trigger You reduce an enemy to 0 hit points.
After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
*General: Lie to Me
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
*Skill:
Intimidating Glare
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Streetwise
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
Equipment: 2 gp, 9 sp
Maximum Bulk: 5
Current Bulk: 5.3
Studded Leather Armor 3 gp Bulk: 1
Rapier 2 gp Bulk: 1
Sap 1sp Bulk: L
Shortbow 3 gp Bulk: 1
10 arrows 1 sp bulk: L
10 arrows 1 sp Bulk: L
Explorer’s Clothing 1 sp Bulk: /
Adventurer's Pack 7 sp Bulk: 2
Lesser Elixir of Life, 3 gp Bulk: /
Blake Fleming was born into a prestigious, if waning, noble family in Valeria, their arcane might dissipated. His position would have been one of a minor scion of a house that had seen better days. In better times, the ambitious youth might have tried to remedy that trend, or find acceptance. But with the looming succession crisis, remaining in Valeria was like painting a target onto himself. He could see the writing on the wall, and it looked grim. Valeria - and its nobility - were going to take a hammering from the Ionans.
So he decided to leave, to start afresh in Terra Nova. Perhaps Baron Harald might be made of the right stuff to bring Valeria back to glory...or he can find new prospects himself, by the grace of Cleos!
Personality:
Blake is brash, headstrong, and yet possessed of a mercurial bent. Whatever he is currently doing, he will throw himself fully into it, even if his focus changes later. Very adept at gauging people and eagerly studied the great history of his family.