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Cal "Fixer" Dromus's page

26 posts. Alias of Dodekatheon.


Full Name

Cal "Fixer' Dromus

Race

Medium Male Half-Elf Unchained Rogue 1 | Init +6 Perc +7 (+8 vs traps) Disable Device +9 Stealth +8 | HP 10 | AC 18 Touch 14 FF 14 | Fort +1 Ref +6 Will +1 | Curve Blade +5 (1d10+2/18-20)

Age

22

Alignment

CG

Deity

Desna

Strength 13
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 11

About Cal "Fixer" Dromus

Cal "Fixer" Dromus
Half-elf Unchained Rogue 1
CG Medium humanoid (Elf, Human)
Init +6; Perception +7, low-light vision
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 10 (1d8++1+1 FCB)
Fort +1, Ref +6, Will +1

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Offense
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Speed 30 ft
Melee Elven Curve Blade +5 (1d10+2/18-20)
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Statistics
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Str 13, Dex 18, Con 12, Int 12, Wis 12, Cha 11
Base Atk +0; CMB +1; CMD 15
Feats Weapon Finesse, Weapon Focus- Elven Curve Blade
Traits Elven Reflexes, Local Ties (Knowledge Engineering)
Skills Acrobatics 8 (1), Appraise 5 (1), Climb 5 (1), Diplomacy 4 (1), Disable Device 9 (1), Knowledge Engineering 5 (1), Knowledge Local 5 (1), Linguistics 5 (1), Perception 7 (1), Sense Motive 5 (1), Stealth 8 (1), Swim 5 (1)
Languages Common, Elven, Androffan, Orc
Other Gear Elven Curve Blade, Studded Leather Armor, Backpack, Thieve's Tools, Bedroll, Flint and Steel, Grappling Hook, 50 ft. rope, 5 days rations, 5 torches, belt pouch
12 gp remaining
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Special Abilities
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Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

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.

Trapfinding

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.

Background:
Cal, known to most as "Fixer", is a young, happy-go-lucky adventurer. He styles himself as an archaeologist; really, he's a scavenger, but he's a damn good one. Cal's parents died when he was young, and he was taken in by a kindly wizard; Khonnir Blaine of Torch, Khonnir was the first to call Cal "Fixer", after the precocious child's habit of taking apart (and putting back together) the technology that Khonnir would be examining.

Khonnir would often take Cal on expeditions, and Cal got a taste for the adventuring life. Now that Khonnir is missing, Cal has sprung into action, trying to find stalwart allies to help find his adoptive father...