Aron Kir

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Full Name

Brand Stone




Unchained Rogue 1










Common, Elven, Giant, Thassilonian


Acquirer, Procurer, Theif... Whatever you need.

Strength 12
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 10
Charisma 13

About Brand Stone

HP: 13= 8 +3 toughness +2 Con

Fort 2=0 Base +2 Con
Ref 6= 2 Base +4 Dex
Will 0= 0 Base +0 Wis


12= 8+2 int+1 Human +1 Fav Class
2 Background Skills: Linguistics & Sleight of Hand

Acrobatics (Dex) 8= 1 Rank +4 Dex +3 Class
Bluff (Cha) 5= 1 Rank +1 Cha +3 Class
Climb (Str) 5= 1 Rank +1 Str +3 Class
Diplomacy (Cha) 5= 1 Rank +1 Cha + 3 Class
Disable Device (Dex) 8= 1 Rank +4 Dex +3 Class
Disguise (Cha)
Escape Artist (Dex) 8= 1 Rank +4 Dex +3 Class
K-Dungeoneering (Int) 6= 1 Rank +2 Int +3 Class
K-Local (Int) 6= 1 Rank +2 Int +3 Class
(B) Linguistics (Int) 6= 1 Rank +2 Int +3 Class
Perception (Wis) 4= 1 Rank +0 Wis +3 Class
Perform Oratory (Cha) 5= 1 Rank +1 Cha +3 Class
Sense Motive (Wis) 4= 1 Rank +0 Wis +3 Class
(B) Sleight of Hand (Dex) 8(10 Dagger)= 1 Rank +4 Dex +3 Class (+2 Dagger)
Stealth (Dex) 8= 1 Rank +4 Dex +3 Class
Swim (Str)

Human Racial Traits:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice 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.

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.

1st level: Two Weapon Fighting
Human: Toughness
Finesse Training: Weapon Finesse (Daggers)



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 1d6:

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.


A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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.


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