Aldern Foxglove

Digger Chandler's page

859 posts. Alias of joerice.

Full Name

Tock "Digger" Chandler


Human (multi-ethnic)


Rogue Charlatan 6







Special Abilities

Sneak Attack, Trapfinding, Natural Born Liar




Caydeen Cayliene


Common, elvish, draconic



Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 8
Charisma 18

About Digger Chandler

Male Human Rogue/Charlatan 6
HP 57
BAB +4
AC: 19
Melee + 4 shortsword (1d6 + sneak) or +4 dagger (1d4 + sneak)
Ranged: Shortbow +7, +8 w/in 30' (1d6+1, +2 w/in 30' + sneak attack)
Init: +2
Feats: Deceitful, Skill Focus Bluff, Point Blank Shot, Precise Shot,Iron Will

Racial Traits:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Class Abilities:

Natural Born Liar At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding.

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 (called "precision 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.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Grand Hoax (Ex) At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level.
This ability takes the place of trap sense.

Rumormonger (for reference): Benefit: A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold.

Rogue Talent - Honeyed Words Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check.
Special: A rogue can use this ability one additional time per day for every five rogue levels she possesses.

Rogue Talent - Skill Mastery: Bluff, Diplomacy, Disguise, Use Magic Device, Stealth

Rogue Talent - False Friend (Ex)
The following rogue talent may be chosen by any rogue who qualifies, though it is more common among kitsune rogues.
Benefit: A rogue with this talent gains a +4 bonus when making Bluff checks to convince someone she has never met or who doesn't know her well that they are previously acquainted or know each other well.

Traits: Fast Talker, Charming


Acrobatics 10(2+5+3)
Appraise 10 (2+5+3)
Bluff 21, 22 for people attracted to him (4+6+3+3+2+2+1+1)
Diplomacy 15(4+6+3+2)
Disguise 15 (4+6+3+2)
Escape Artist 10 (2+5+3)
Intimidate 13 (4+6+3)
Knowledge Local 11 (2+6+3)
Linguistics 9 (2+4+3)
Perception 8 (-1+6+3)
Sleight of Hand 11 (2+6+3)
Stealth 11 (2+6+3)
Use Magic Device 12 (4+6+3)


8 GP
+1 Chain Shirt +4 AC, -1 Check
+1 Shortbow
40 Arrows
Hemp Rope
20 Sheets Parchment
8x bachelor snuff
5x belladonna
marked cards
loaded dice
5x lamp oil
2x alchemists fire
8x tindertwigs
Ring of Protection +1
Hat of Disguise
Amulet of Natural Armor +1

Aliases So Far:

Master Snape, a middle-aged agent of the Mageocracy. Revealed to Guard Captain Nerin.
Shu-kri, a lithe Mwangi male. Ally to Rebellion.
Shaven-headed Ulfen Female: "Death to the Mages" pro-Merchant, there for Torrenast attack, after shifting from natural disguise.
Unnamed bearded Ulfen male, met Hezek