About Celest SlybladeCelest Slyblade
Celest grew up in the River Kingdoms. A troublemaker since she could stand, she is originally from Daggermark, but her reputation has kept her on the move. Exhausting places to run to, she quit the Protectorate of the Black Marquis (making off with her then-paramour's gold) with the intention of making a new start in Brevoy. Settling in Restov, she picks pockets and cheats at cards to make ends meet and hopefully one day to escape the town for greener pastures. Celest is a bad penny who keeps turning up. She's not particularly skilled or knowledgeable--just lucky and tenacious. Alas for others, her company usually brings bad luck, trouble or both (her boss's disappearance adding credence to the theory). She has no real skill with technology other than breaking it (robot slayer), and wouldn't know a trap if it dropped boulders on her (she's a cutpurse). However the idea of treasure and power drives her to adventure like a moth to a blow torch. Celest's ultimate dream is to one day wield power equivalent to one of the petty potentates of the River Kingdoms (in particular like the stylish King of Pitax, Castruccio Irovetti). In most cases you can think of her as a sort of reverse-Tika Wayland from Dragonlance or evil Sheila from the Dungeons & Dragons cartoon. Ultimately she will multi-class into a more martial (caddish) fighter/rogue, specializing in all-sorts of dirty fighting and knavery, while projecting a sort of second-class Lara Croft, tomb raider-like image. Celest is 5' 6" and with a lean athletic build. By day she wears a barmaid's style dress and a lot of cheap (costume) jewelry. While on an adventure she wears tight-fitting, studded, dark-brown, leather armor festooned with hidden pockets. She projects a carefree outgoing facade, but hides her true feeling under so many lies even she doesn't know what the truth is anymore. Favored class Rogue, Bonus +1 skill point Class Features, Traits and Feats:
Rogue (Cutpurse) Class Features The following are class features of the rogue. Weapon and Armor Proficiency
Measure the Mark (Ex)
This ability replaces trapfinding. Sneak Attack
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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment. See Precision Damage & Critical Hits FAQ for more information. Evasion (Ex)
Rogue Talents
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. A complete listing of rogue talents can be found here: Rogue Talents Stab and Grab (Ex)
This ability replaces trap sense. Uncanny Dodge (Ex)
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Ambitious
Benefit: You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess. Power-Hungry
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power. River Rat (Marsh or River)
Benefits: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you. Robot Slayer
Benefits: You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots. Combat Expertise (combat)
Prerequisite: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Weapon Finesse (combat)
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. Level Up:
2. Class level: Fighter 1 hp: Combat Feat: Skill ranks: |