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Chetiin's page

65 posts. Alias of Tenro.


Race

Goblin (AC: 19 [T: 16 FF: 14] | CMD: 16 | HP: 10/10 | F+2, R+7, W+1 | Init: +6 |Perc: +5)

Classes/Levels

Rogue (Knife Master) 1 pit map

Special Abilities

2 hero points

Strength 11
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Chetiin

    HP: 10
    AC:19 =10 + 1 SIZE + 5 DEX + 3 ARMOR
    Init: +6
    Resist:

    SAVES
    F: +2 +0 +2 CON
    R: +7 +2 +5 DEX
    W: +1 +0 +1 WIS

    COMBAT
    Dagger, +5 atk, 1d3 dmg, crit 19-20/x2, 10ft, P
    Sap, +5 melee, 1d4 dmg, crit x2, P
    Hand Crossbow

    Sneak Attack +1d8 w/daggers, +1d4 w/everything else
    +1 dmg with all sneak attacks (scales w/level)

    BAB +0
    CMB -1
    CMD 14

    Racial Abilities:

  • Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
  • Type: Goblins are humanoids with the goblinoid subtype.
  • Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
  • Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
    Feat and Skill Racial Traits
  • Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
    Movement Racial Traits
  • Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
    Senses Racial Traits
  • Darkvision: Goblins see perfectly in the dark up to 60 feet.

    Rogue Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.

  • Class Abilities:

    Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
    This ability replaces trapfinding.

    Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
    This ability is identical in all other ways to sneak attack, and supplements that ability.

    Sneak Attack: 1d6

    Skills:

    Acrobatics (Dex) +9 1 +3 +5
    Appraise (Int) +0 +0
    Bluff (Cha) -1 -1
    Climb (Str) +0 +0
    Craft (Int) +0 +0
    Diplomacy (Cha) -1 -1
    Disable Device (Dex) +9 1 +3 +5
    Disguise (Cha) -1 -1
    Escape Artist (Dex) +9 1 +3 +5
    Intimidate (Cha) -1 -1
    Know local (Int) +0 +0
    Know nobility (Int) +0 +0
    Linguistics (Int) +0 +0
    Perception (Wis) +5 1 +3 +1
    Perform (Cha) -1 -1
    Profession (Wis) +1 +1
    Ride +9 +5 +4R
    Sense Motive (Wis) +6 1 +3 +1 +1T
    Sleight of Hand (Dex) +10 1 +3 +5 +1Cl
    Stealth (Dex) +19 1 +3 +5 +2T, +4S, +4R
    Swim (Str) +0 +0
    Use Magic Device (Cha) +3 1 +3 -1

    Equipment:

    20gp 9 sp 10 cp

    Hand Crossbow and 20 bolts
    Parade Armor, +3, +5 MD, -1 ACP (no country of origin, used as armored dress clothes)
    Wand: Cure Light Wounds (3 Charges)
    Rogue's Kit (minus torches)
    Identity Papers
    Dagger x5
    Crowbar
    Spring-Loaded Wrist Sheath x2
    Sap
    Bandolier x2

    Kit that contains one of each weapon blanch (adamantine, cold iron, ghost salt, and silver)


Backstory, Personality, Appearance:

Chetiin appears relatively well-dressed, by goblin standards. His clothes, dark in color, contrast his pale grey-green skin and white hair. Under a cloak, he wears two bandoliers a few of the loops obviously filled with daggers. Sewn into his clothing, however, are pieces of boiled leather to provide protection without screaming "I'm a rogue" any more than his knives already do.

Chetiin's personality is, in a word, aloof. He speaks only when he feels it is necessary, and only rarely makes small talk. This, combined with his callous nature, lead people to believe he is cruel. Although he is willing to kill to achieve goals, he does not revel in the killing itself. He does, however, enjoy killing the way any craftsman enjoys their product: muut, as a matter of professional pride.

Chetiin was raised by the Shaarat'khesh. He was raised by them, indoctrinated into the ways of clan by his teacher, a tar'khesh, to be a tar'khesh, a silent hand. As such, his job was to see without being seen and kill without being caught. When other clans needed someone killed in secret, it was the Shaarat'khesh that were called, the tar'khesh who answered the call.

Chetiin was called upon to aid a group of chaat'oor in a quest to aid Darguun. During the quest, he was subject to many strange magical effects. These caused his eyes and skin to change colors and his appearance was aged prematurely, although he is as spry as ever. Their quest was to return an artifact, the Rod of Kings, to the lhesh of Darguun. As a reward, he was given a very nice dagger as a symbol of the lhesh's gratitude, and he and his colleagues who undertook the quest were given the special trust to help guide the lhesh's decisions in matters pertaining to Darguun's future.

Chetiin could not have known the effect it would have on the lhesh. The Rod had a mind-warping effect on its previous owner, but that owner had it for thousands of years. The lhesh, however, succumbed to the effect within a week. He began issuing destructive orders, taking the nation back to what it had been before he united the clans. Chetiin did the only thing he was good at: killing. With a poisoned bolt, he weakened the lhesh, and then descended for the killing blow. Although he managed to land the killing blow, Chetiin was injured grievously. Although the others saw only an assassin, Chetiin did what he did out of muut.

After the assassination, Chetiin had to flee. The killing was not a contract, and it would bring great trouble upon the heads of his clan and bring the country into chaos for a time. Chetiin, despite a broken arm, fled the throne room out the window and fell several stories into a pool of water. He passed through the stables and set them ablaze and freed all the mounts to throw them off of his trail. Little did they know, he was hiding under a pile of wet straw and manure. The next day, while the city was closed for mourning, Chetiin snuck out of the walls and fled Darguun.

He did what he felt he had to do, but he could no longer return. Not for a long time.

Dhakaani Dictionary