The Rake

Davod Mohidoon's page

464 posts. Alias of TheWaskally.


Full Name

Davod Mohidoon

Race

Sublime Suli|HP 120/135|Fast Healing 7|F: +8, R: +9, W: +9|Init + 3|AC 22 (14 T, 18 FF)|BAB +4

Classes/Levels

Unchained Rogue (Guild Agent)/8th|Sneak Attack +3d6

Gender

Male

Skills:
Percep +13|Diplo +23|SM +15|Acro +14|Appraise +12|Bluff +18|Disable +20|Intim. +11|Sleight +21|Stealth +19

Size

Medium

Age

20

Special Abilities

Finesse Training (Ex), Sneak Attack +3d6, Tradfinding, Honor Among Thieves (Ex), etc. See Tab

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Ignan, Kelish, Osiriani, Vuldrani, Tien, Elven, Gnoll, Orc, Auran

Occupation

'Odd Jobs'

Homepage URL

Portrait

Strength 17
Dexterity 20
Constitution 22
Intelligence 19
Wisdom 16
Charisma 25

About Davod Mohidoon

Initiative: +3 Senses: Perception +13, Low-Light Vision Speed 40 ft (40 ft Base)
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AC 23 (15 Touch, 18 FF)(+5 Dex, +6 armor, +2 Natural)
Hp 135 (1d8(max) +6 Con + 7 Cha + 1 Toughness/level)
Fort +8, Ref +11, Will +9
Special Defenses Fast Healing 7; Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, Fire 10, Acid 5, Cold 15, Electricity 15.
Curse Itching Curse OP
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Melee
Shooting Starknife +8 (1d4 + 4, x3), +2 rapier +11 (1d6 + 5, 18-20/x2)
Two-Weapon Fighting
+2 rapier +9 (1d6 + 5, 18-20/x2), Shooting Starknife +6 (1d4 + 4, x3)
OR
Dual MW Sickles +5/+5 (1d6 + 4, x2), MW Mithril Dagger +6 (1d4 + 2, 19-20/x2)
Ranged Dagger +9 (1d4 + 3, 19-20/x2, 10ft.)
Special Attacks Sneak Attack +4d6; Channel Energy (Su) 1d6, 10/10x/day
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BAB +5, CMB +7, CMD 20
Feats Thief of Legend (Story), Incremental Elemental Assault (Suli), (Bonus) Weapon Finesse, Two-Weapon Fighting, Combat Expertise, Toughness, Deft Hands
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Skills 8 + 4 Int/level
Acrobatics +16 (8 Rank, 3 Class, 5 Dex)
Appraise +12 (5 Rank, 3 Class, 4 Int)
Bluff +19 (8 Rank, 3 Class, 7 Cha, 1 Missionary)
Climb +11 (5 Rank, 3 Class, 3 Str)
Craft +4 (0 Rank, 0 Class, 4 Int, Inspiration (Su))
Diplomacy +24 (8 Rank, 3 Class, 7 Cha, 2 Negotiator, 4 Racial)
Disable Device +22 (8 Rank, 3 Class, 5 Dex, 2 Concealed Thieve's Tools, 2 Trapfinding, 2 Deft Hands)
Disguise +7 (0 Rank, 0 Class, 7 Cha)
Escape Artist +15 (7 Rank, 3 Class, 5 Dex)
Fly +8 (1 Rank, 3 Class, 4 Dex)
Handle Animal +11 (1 Rank, 3 Class, 7 Cha)
Intimidate +11 (1 Rank, 3 Class, 7 Cha)
Knowledge (dungeoneering) +10 (3 Rank, 3 Class, 4 Int)
Knowledge (local) +15 (8 Rank, 3 Class, 4 Int)
Linguistics +10 (3 Rank, 3 Class, 4 Int)
Perception +14 (8 Rank, 3 Class, 3 Wis)
Perform (wind) +20 (8 Rank, 3 Class, 7 Cha, 2 MW Musical Instrument, 4 Inspiration (Su))
Profession (porter) +7 (1 Rank, 3 Class, 3 Wis)
Ride +9 (1 Rank, 3 Class, 5 Dex)
Sense Motive +16 (8 Rank, 3 Class, 3 Wis, 2 Negotiator)
Sleight of Hand +23 (8 Rank, 3 Class, 5 Dex, 5 Gloves of Larceny, 2 Deft Hands)
Stealth +21 (8 Rank, 3 Class, 5 Dex, 5 Cloak of Elvenkind)
Swim +7 (1 Rank, 3 Class, 3 Str)
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SQ:
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.
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.
Sneak Attack +3d6
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.
Honor Among Thieves (Ex)
A guild agent must remain a member in good standing of a thieves’ guild (he starts at rank 1 with her guild when using the organizational influence system on pages 109–117). If the guild agent leaves his guild, he loses all of the abilities granted by this archetype and does not gain their replacements. If he joins a new guild, the guild agent regains his abilities, though depending on how he joins the guild, he may regain his abilities all at once or gradually over time. Even if the guild in question operates in multiple locations, the guild agent chooses a settlement as a base of operations for his own activities.
Guild Connections (Ex)
At 2nd level, a guild agent gains the black market connections rogue talent.
Furthermore, he can ask his guild for tips about the local scene, granting him a bonus equal to half his rogue level on Knowledge (local) checks and Diplomacy checks to gather information, as long as the information in question pertains to the guild agent’s base of operations.

At 4th level, the guild agent also gains the gossip collector vigilante social talent, and his base of operations counts as his area of renown for the purpose of determining the effects of gossip collector.
Gossip Collector (Ex): The guild agent sits at the center of a web of gossip, granting him access to the latest scuttlebutt with baffling speed. Whenever the vigilante is presented with a topic about which he would normally need to spend 1d4 hours to gather information, he must spend only 1d2 hours instead. If he has the renown social talent and gathers the information in his area of renown, he must instead spend only 1d4 × 10 minutes, and if he beats the DC to gather a piece of information by 20 or more, he knows that piece of information without spending any time at all; he has simply already heard that gossip. This ability doesn’t allow him to gather information that isn’t available in the locale he is canvassing, even if that locale is his area of renown.

This ability replaces evasion and uncanny dodge.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

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.
Getaway Artist (Ex)
Benefit: A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks.
Assault Leader (Ex)
Benefit: Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Certainty (Ex)
Benefit: The rogue chooses one of the skills she selected with rogue’s edge. Stealth Once per day, the rogue can reroll a skill check she just made with the selected skill and take the better result. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue’s edge class feature before selecting this talent.

Danger Sense (Ex) +2
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
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. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Rogue’s Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Stealth
5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.
Pull Rank (Ex)
At 8th level, a guild agent has attained sufficient rank to call in lesser guild members to assist him with a job. He can call lesser members of a number and level equal to the number of followers he would have if he had the Leadership feat (including the +2 bonus for his guildhouse), to a maximum of a number of lesser members equal to his rogue level. If the guild agent possesses the Leadership feat, he gains twice as many followers as normal. If he spends a favor, he can combine this with the command team organizational influence benefit to gain even more lesser members for a particularly difficult job. Each time the guild agent uses the lesser members recklessly and gets them killed, he loses at least 1 influence with his guild.

This ability replaces Improved Uncanny Dodge.

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Traits (Campaign) Misionary, (Suli) Practiced Impression & (Social) Affable
Racial Traits:
Ability Score Racial Traits: +2 Strength, +2 Charisma, and –2 Intelligence. Sulis are brawny and charming, but slow-witted.
Type: Sulis are outsiders with the native subtype.
Size: Sulis are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Sulis have a base speed of 30 feet.
Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
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Items A rogue's kit (includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, concealable thieves’ tools, torches (10), trail rations (5 days), and a waterskin.), a hot weather outfit, a lasso, gloves of larceny, a MW ocarina, eyes of deathwatch, and a cloak of elvenkind, a ring of transposition, a ring of sustenance, a sentient 10" x 10" carpet of flying called 'Carpet', a handy haversack, burglar's bracers, boots of the cat, a ring of arcane signets, an immovable rod[/i] a small golden lamp galley charm that you can use to summon a Nexian galley at any Waypoint, and a lock of Lady Kalypso's hair.
Combat Gear A elven chain armor, +2 rapier, short sword, Greenlust's Daughter, a sling with 10 bullets, a bola, two MW sickles, and one MW mithril dagger.
Handy Haversack:

wand of CLW: 50/50 750 gp.
Potion of Gaseous form: 750 gp.
Potion of lesser Restoration: 300 gp.
Potion - cure serious wounds x2
Potion - remove disease x1
Potion - gaseous form x1
dust of disappearance x1
stone salve x1
Traveler’s Any-Tool
robe of infinite twine
mithril shirt
x2
Wealth 770gp, 300sp, 115pp, 3 gems valued at 150gp, 3 gems valued at 700gp, 25 gems valued at 10gp each, and 3 gems valued at 1,300gp.
Carrying Capacity
Light (67 lbs or less); Medium (68-133 lbs.); Heavy (134-200 lbs.)
Current Load: 55.5
Age 20, Height 6'2", Weight 220 lbs, Hair Brown, Eyes Blue
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Description:
Davod Mohidoon is a tall kelesh man with dark tan skin, short black hair, and blue eyes. The suli has the same muscular body type as others of his ilk. Davod wears desert clothing to keep the heat of the day away from his skin. Two high quality sickles with butterflies engraved in the steel are always on his belt, with a mithril dagger kept hidden. Davod often wears supple leather gloves and a lovely gray cloak.
Personality:
Davod will lean into his Affable Social trait: the suli is almost always friendly, in in combat. Quick with a complement or a joke. The rogue enjoys 'greasing the palm' of people he knows and meets, and works hard to maintain a very genial disposition. Those who have seen his wraith don't live to tell the tale.
Davod is a devote desnan and will wax poetically about the goddess and her faith. Because of his devotion and occupation, Davod loves games of chance and getting a good night's rest.
Quirks and Flaws:
When quietly left alone and not on any watch, Davod likes to take out his MW ocarina and play, but the suli is well versed in all wind instruments. The rogue also like to ask other bout their dreams. He hopes to eventually so much about dreams, he can interpret them correctly for himself and others.
The rogue is a professional: he will not steal from party members or those he is contracted to work with. Unless they possess something too nice not to steal. Davod likes to walk the markets pick-pocketing coin and trinkets, especially from slavers and evil merchants.
Backstory:
Davod earliest memories was living on the streets eating garbage or whatever he could find or be able to steal. The suli was then found by a operative to a secretive guild of thieves, where he was raised and trained to become another arms of this organization. Occasionally Davod was assigned to help guard caravans, or procure items in mansions. Davod met the supposed Guild Leader once, only to find out she was a Pactmaster.
One Plot Hook:
Davod seeks to steal a staff of slumber from a rich merchant who took advantage of a cleric of Desna during a the mourning of his wife.
One NPC:
Aram Peshchock, an older half-orc cleric of Desna Davod befriended who sometimes acts as Davod's spiritual advisor. it was his staff of slumber Davod wishes to return.