Artemis Entreri

Daniel 'Trace' Tracelon's page

7 posts. Alias of Dread.


Full Name

Daniel Tracelon 'Trace'

Race

Human

Classes/Levels

7th Unchained Rogue/1st Trickster

Gender

Male

Size

Medium

Age

17

Alignment

NG

Location

Kenabres

Languages

Taldane (Common), Abyssal

Occupation

Dockworker

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

About Daniel 'Trace' Tracelon

Background:
Born to a Dockworker in Kenbres River Docks and his wife in the Riverfront of the West Sellen River, Trace learned to ply his roguish skills at an early age. He went hunting with his father in the early morning or fishing, depending on the season. He learned to be quick..or hed be dead. Traces father turned to unsavory methods to get money for his family. The nearness of the Demonic Worldwound had its toll on all, less merchant traffic occurred and the Riverfront was increasingly dangerous Smugglers plied their trade easily in this environment.Trace's father turned to smuggling as a way to help his family.

At the tender age of 10 his father died in an 'accident', though rumors of crossing one of the Smugglers abounded...which caused Trace many a scrap. He would take no insult of his family. He began to do odd things at the docks..and soon had a reputation for one who could 'get things done' If asked "I'm a Dockworker, like my dad." He has two brohers and two sisters, ages- 16 (sister) 14 (brother) 13 (sister) and 12 (brother). Trace has learned that there may be money to be made adventuring...great risk certainly..but the money would be well received by his needy family. And just maybe he might make enough to get his family away from the docks. Recently the Wardstone was sabotaged and a Demonic Horde invaded Kenabres. Trace was separated from his family and has been searching for them in between surviving. He has had no luck. He heard of a band of People marshalling to thrown back the invasion and he is seekign them out to give his 'skills' to the cause.

This is Daniel Tracelon....Trace.

defense:
AC20 /FF15 /Touch16 (+4 Armor +4 Dex +1 Ring +1 Amulet)

+1 Studded leather Armor +4 Armor, +5 Max Dex 0ACP
+2 Ac vs Traps
+4 Dodge with expenditure of 1MP

HP 63/63.
FO: +4 RE: +10 WL: +6
+2 Reflex Save vs Traps
+2 to Reflex with expenditure of Mythic Power Point

CMD: 20

offense:
Init: +10 BAB:+5 CMB: +6
Melee
+1 Dagger +10 1d5+5 Cold Iron 19-20 P/S
+1 Daggers +8/+8 1d5+5 Cold Iron 19-20 P/S

Ranged
Thrown Dagger +9 1d4+4 19-20 P/S
Light Crossbow +9 1d8 19-20 P
20 bolts

+4d6 of sneak attack qualifies

feats/abilities:

Class

Weapon Proficiency: Simple Weapons, Hand Crossbow, Rapier, Sap, Short Sword, and Shortbow

Armor Proficiency: Light Armor

Finesse Training (1st Rogue/3rd Rogue)--Dagger

Sneak Attack (1st Rogue/3rd Rogue/5th Rogue/7th Rogue) +4d6 Precision Damage if sneak attack qualifies

Trapfinding (1st Rogue) +.5 per level min 1 for Perception and Disable Device.

Evasion (2nd Rogue) Successful save no damage

Rogue talent-Fast Stealth (2nd Rogue) Move at full speed stealthed

Danger Sense (3rd Rogue/6th Rogue) +2 Ref Save to Traps and +2 AC vs Traps. +2 Perception vs being surprised by foe.

Debilitating Injury (4th Rogue) If doing Sneak Attack Damage can also add this:
Bewildered: –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. (-4AC)
Rogues Edge: Acrobatics (5th Rogue)-You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step

Multiples do not stack just add 1R to 1R duration

Uncanny Dodge (4th Rogue): Cannot be caught Flat Footed

Rogue talent: Stand Up (4th Rogue) Stand up as swift action. if threatened. Free Action that provoke AoO

Rogue Talent Canny Observer (6th Rogue): +4 to Perception checks
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Languages: Taldane -Common, Abyssal
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Traits

Chance Encounter {Campaign-Trickster} You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery.

1xDay, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.

Mythic bonus: Cost:1MP Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Reactionary {Combat} +2 Trait Bonus to Initiative

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Feats

Toughness (Race) +3 HP at 1st. +1 at each level past 3rd

Two Weapon Combat (1st)

Weapon Focus : Dagger (3rd) +1 hit with Dagger

Improved Initiative (5th): +4 to Initiative

Iron Will (7th): +2 Will Saves
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Mythic: Trickster

Hard To Kill (Tier 1): Auto Stabilize and Dont Die til x2 Con (-26)

Mythic Power: 5xday for Mythic abilities

Surge: Cost 1MP +1d6 to D20 roll with expenditure of 1 Mythic Power Point

Surprised Strike (1st Trickster): Cost 1MP attack within 30' Target is Flat Footed For this strike and it bypasses all DR . +10 Hit 1d4+5 + 4d6

Deadly Dodge: Cost 1MP. Swift Action Gain +4 to Dodge skill til next round and if melee attack misses gain AoO or force a reroll.

Mythic Two Weapon Combat Cost 1MP Negate negative for two weapon fighting. +10/+10 1d4+5 +4d6 if can use sneak attack

skills:

Favored Class: Rogue - 1st level- skill rank
8 +1 Human +1 FC +1 Int= 11/level = 77

Acrobatics[C]- +14 (R7 S+4 +3)
Appraise[C]- +5 (R1 S+1 +3)
Bluff[C]- +9 (R5 S+1 +3)
Climb[C]- +11 (R7 S+1 +3)
Craft[C]- +1
Diplomacy[C] +6 (R2 S+1 +3)
Disable Device[C]- +11 (R7 S+1 +3)
Disguise[C]- +1
Escape Artist[C]- +8 (R1 S+4 +3)
Heal- +1
Intimidate[C]- +8 (R4 S+1 +3)
Knowledge-Arcane- n/a
Knowledge-Dungeoneering[C]- +7 (R3 S+1 +3)
Knolwedge-Geography- n/a
Knowledge-Local[C]- +7 (R3 S+1 +3)
Knowledge-History- n/a
Knowledge-Nature- n/a
Knowledge-Nobility- n/a
Knowledge-Planes- n/a
Knowledge-Religion- n/a
Linguistics[C]-n/a
Perception[C]- +15 (R7 S+1 +3 +4) Misc: +2 Perception avoid surprise
Perform[C]- +1
Profession[C]- n/a
Ride- +8 (R1 +4 +3)
Sense Motive[C]- +11 (R7 S+1 +3)
Sleight of Hand[C]- +10 (R3 S+4 +3)
Spellcraft-n/a
Stealth[C]- +14 (R7 S+4 +3)
Survival- +1
Swim[C]- +9 (R5 S+1 +3)
Use Magic Device[C]- +10 (R6 +1 +3)

Gear:

2 +1 Cold Iron daggers 1 each side cost 2304GP each 2 lbs
4 Daggers 2 each side 12GP 4lbs
Light Crossbow back 35gp 4lbs
-20 bolts 2Gold 2lbs
Lamellar Cuiress 15GP 8lbs
Thieves Tools 30GP 1lb
Burglars Outfit Free 5lbs
-fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons..
Backpack 2GP 2lbs
Belt Pouch 1GP .5lbs
Waterskin 1GP 4lbs
Flint and Steel 1GP
Shaving Kit-1.5gp 1lbs a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves
Mess Kit Backpack 2SP 1lb
-plate, bowl, cup, fork, knife, and spoon, made of tin
Candle Lamp 5GP 1lb
10 Candles 1cp ea
10 pieces of chalk 1cp ea
Compass 10GP .5lbs
Crowbar 2GP 5lbs
50' of silk rope 10GP 5lbs
Grappling Hook 1GP 4lbs
6 Days Trail Rations 3GP 6 lbs

Magic
Amulet of Natural Armor +1 2000GP
Enchanted his 2 Cold Iron MW Daggers to +1 each 2000ea = 4000gp
Potion of Invigorate 50GP
Potion of Hide From Undead 50GP
Bottle of Silversheen 200GP
Chime of Opening 10 uses 3000 GP
+1 Studded Leather Armor 1175 GP
Gloves of Reconnaissance- 1xd 1 Minute see through solid objjects of up to 5' think 2000gp
+1 Cloak or resistance 1000 GP
+1 Ring of Protection 2000 GP
2 Potions Cure Light Wounds 1d8+1 50gp each
1 Potion Protection From Evil 50gp
2 Oils of Magic Weapon 50gp each

Remaining:35 Gold 10 Silver 10 Copper