Xerxes

Dice's page

25 posts. Alias of RedAssassin.


Full Name

Reven "Dice" Green

Race

half orc, half human

Classes/Levels

Rogue/ 1

Gender

Male

Size

Medium

Age

23

Special Abilities

sneak attack 1d6, trapfinding, orc ferocity

Alignment

CN

Deity

Desna

Location

Amongst the shadows

Languages

Common, Orc, Abyssal, Draconic and Giant.

Occupation

Alleyway nightmare

Strength 10
Dexterity 17
Constitution 10
Intelligence 16
Wisdom 14
Charisma 13

About Dice

Quote: ~Ever seen a Sneak attack with a great axe?~

basics:
  • attack bab=+0 Melee=0 Range=3+0=3
  • ac=17 10+4ac+3dex ff=14 touch=13
  • Saves fort=+0 ref=3+2=5 will=0+2=2
  • hp=18 Init=+3[list]

traits:
[list]
  • Brute:
    You have spent long hours working for a crime lord, either as a low-level enforcer or as a guard or bouncer. You’re adept at frightening away people.

    Benefit: You gain a +2 trait bonus on Intimidate checks.(Pathfinder Companion: Taldor, Echoes of Glory. )

  • Child of Infamy: Your family has long been in show
    business. Perhaps it was your parents, or an older sibling,
    or an uncle or aunt—whatever the case, one of your close
    relatives is, or was, a well-known and well-loved actor or
    actress. That this relation died in some compromising
    and embarrassing way has done little to alter your family’s
    name and fame—if anything, the unfortunate death has
    increased it. When folk learn your last name, they are quick
    to assume you live a wild life like your ill-fated relative,
    and whether you bask in this notoriety or do your best to hide your heritage, the years of association with the acting
    scene have had their effect. You’ve certainly inherited
    your relative’s talents, and are a larger-than-life figure, a
    melodramatic attention-hound, or a sly manipulator of
    emotions. You gain a +1 trait bonus on Perform (act) skill
    checks, and the skill is always considered a class skill for
    you. Furthermore, you’ve inherited some of your relative’s
    funds, and begin play with a nest egg of 300 gp that you can
    spend however you wish.


  • trait reference:
    http://www.d20pfsrd.com/traits/race-traits/brute-half-orc.
    Pathfinder Companion: Taldor, Echoes of Glory
    Child of infamy, Companion: council of thieves

    feats:
    Deft Hands
    You have exceptional manual dexterity.
    Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

    Martial Weapon Proficiency (Combat)

    Choose a type of martial weapon.(great axe) You understand how to use that type of martial weapon in combat.
    Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).

    skills:
    • skills (mod) (mod bonus)+(rank)+(misc if applicable)(+class)=total

    • Appraise(int)3+1+3=7
    • bluff(cha)1+1+3=5
    • disable device(dex)3+1+2+3=9
    • Heal(wis)2+0+0+0=2
    • intimidation(cha)1+1+4+3=9
    • knowledge local(int)3+1+3=7
    • perception(wis)2+1+3+3=9
    • preform(theatre)(cha) 1+1+1+3=6
    • sense motive(wis)2+1+3=5
    • sleight of hand(dex)3+1+2+3=9
    • stealth(dex)3+1+3=7
    • use magical device(cha)1+1+3=5

    class skills list:
    The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). *extra skill*Heal(wis)******

    Armor&weapons:
      starting 320gp-185=135

    • Chain shirt 100 gp ac=+4 max dex=+4 Penalty check=–1 asf= 20% spd=30 ft. 20 ft.
    • Greataxe 20 gp 1d12 x3 — 12 lbs. S
    • Crossbow(Hvy) 50 gp 1d10 19–20/x2 120ft. 8 lbs. P
    • Bolts, crossbow (30) 3 gp
    • Sickle(2) 12 gp 1d6 x2 — 2 lbs. S trip

    equipment:
    starting 135gp-65gp=70gp
    [list]
  • thieves' tools negates circumstance penalty to disable device cost 30gp
  • grapling hook +3range 10ft range cost1gp
  • 50ft silk rope cost10gp
  • backpack cost 2gp
  • belt pouch 1gp
  • waterskin 1gp
  • explorers outfit 10gp
  • small steel mirror 10gp
  • quality gambling kit 10gp

  • 70gp on hand

  • description and background:

    Dice is a tall and lean Halforc and favors his human blood greatly except for a few tale tale features. His seven foot height,his long pointed ears and his over sized lower jaw and canines give him away. His skin is pale and white and you can hardly tell that it has a slight green tinge to it unless you are in direct sunlight. His hair would be black like his eyes if he didn't shave it to the scalp, never hurts to be careful in a brawl. He dresses immaculately, his dark chain mail is of obvious quality.He favors blacks and dark reds in just about anything he can get.

    Raised in Korvosa Dice never saw a reason to leave it, as a rouge and a halforc work is steady and easy to find, from the easy jobs of standing around and intimidating would be neer-do-wells(or do wells for that matter), to the higher paying quiet work. Whatever money Dice makes, it is just about certain that it will find its way into a bet. On the upside dice never gambles his gambling profits, at the end of the night and never bets his last five gold pieces.

    and more....

    Dice has expensive tastes when he can afford them, Of course when you are a compulsive gambler, funds are easy come easy go. But he is also willing to work, He also doesn’t gamble his gambling profits, so unless he worked for it, it won’t be going on the table. He has a reputation for being an honest player, though those that know him, Know he has fast hands and a faster tongue, he doesn’t cheat, but sometimes it is hard to convince any of that.

    He loves an honest game of cards he loves it when Desna favors him and hates when she sends him to the dogs. Either way there is no better way to spend a night putting your luck against another’s.
    He wants to become a great actor much like his famous uncle Ivan Green, heck any of the green’s theatre professions would do. But for now his build and shady skills keep him employed and gambling and that is enough for now. The crowd he runs in is about as trustworthy as a pack of scavengers. Friends and foes a like could swap places for the right place or once the next bit of intrigue comes down from the top.

    Working as a bodyguard, a thief, occasionally a hit man or extortionist draws all sorts of foes. There is little that Dice won’t do to make a day’s wage. However he aims his skill at those that are wicked and has a habit of messing up jobs where good folks are concerned. It helps him feel better about the things he does. Luckily though, good people don’t get mixed in with his lot very often. The most risk he has ever taken was to smuggle an elven family out town, instead of murdering them, apparently the father had inherited his bosses debt. He made a mess of a cow in their home and earned a reputation as a brutal killer. One that he obviously is not.

    A criminals life has a criminal’s risks, he fears that if he ever does succeed at breaking out of the lifestyle, it will come looking for him any way.

    He associates himself with a reputable elven fence named Keselous Valentine( an alternate character of mine). A halfling boss named Tellup Manse that takes all sorts of work and picks the best man for the job. He gambles in a place called the Cat’s lounge, And gambles his earnings as soon as he gets them.

    rouge 1stlvl features:
    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 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.

    Clarification: Incorporeal creatures, oozes, swarms, and elementals (air/earth/fire/water) cannot be sneak attacked [source]. It also appears that swarms can not be sneak attacked.
    Trapfinding

    A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

    half orc block:

    * +2 to One Ability Score(to dex): Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    * Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
    * Normal Speed: Half-orcs have a base speed of 30 feet.
    * Darkvision: Half-orcs can see in the dark up to 60 feet. See Vision and Light.
    * Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
    * Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
    * Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
    * Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
    * Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.