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About DolosBACKSTORY:
Born and raised in Dul Zeer, Dolos was fated to be an agent of The Thousand Eyes; but when his mother was killed for having failed in her duties, he began having doubts about the cause. He was but a child, and the event scarred him deeply. He developed an independent streak, which he suppressed for fear of being punished as his mother had been. He became increasingly paranoid, always fearful of being found out, always wary of friends and foes alike.
Growing up, he proved himself particularly adept, and The Thousand Eyes saw great potential in him. Little did they know that the lessons they taught him would be the tools he would use to escape their tyranny. One day, suddenly, Dolos walked into the crowded streets of Dul Zeer, and never came back. He escaped Riedra, and left Sarlona behind, hoping to find some semblance of peace in far away lands. Under any number of guises, he made his way to Stillstone Holt, a small, sleepy fishing village on the island of Stormreach. Disguised as a simple orphan child, he found employment at the local inn. He worked hard, and never complained. He was happy, but he knew that someday, he would need to embrace the path of The Traveller, and commit himself to freeing his people from the oppression of The Inspired. Unlike other Changelings, Dolos is neither harmless, passive, or uninterested in politics and social affairs. Profoundly independent and distrustful, he cares little for the rule of law, which he considers the tool of tyranny. He is guided by his own, perhaps misguided, sense of right and wrong. IDENTITIES:
Nicco: a simple orphaned half-elf child who stowed away on a ship and found his way to Stillstone Holt where he was taken in by the local inn owner. Overworked and mistreated, he proved himself to be resilient and ever cheerful against all odds.
Irus: a beggar in the streets of Stillstone Holt, Irus occasionally delivers messages for the healers of a small hospital run by House Jorasco in exchange for a meal or a coin. Base +0
Sneak attack +1d4 (+1d8 with daggers and similar weapons)
Dagger: +3 * 1d3/1d4 * 19-20/x2 * 10' range
TRAITS:
Paranoid (drawback): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check. Ordinary: You gain a + 4 trait bonus on Stealth checks whenever you attempt to hide in a crowd. Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on her Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt. Hidden hand: You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round. RACIAL TRAITS:
Mutable Mind and Body: +2 racial bonus to saving throws vs. mind-affecting effects and poisons.
Naturally Social: +2 racial bonus on Bluff, Intimidate and Sense Motive. Minor Shape Change (Su): All changelings have the ability to transform themselves at will. This ability is similar to Alter Self with the following exceptions. * This ability is a supernatural ability, akin to a lycanthrope's shapechange, and thus, it is not subject to dispelling. * Using this ability is a full round action that does not provoke attacks of opportunity. * While this ability does not affect clothing or gear, it does effect the tactile, olfactory and audible aspects the new form, thus granting a +10 circumstance bonus to Disguise checks. * This ability does allow changelings to appear as specific people, including those of other genders. * This ability does not grant any new abilities or movement rates. Likewise, this ability does not allow the changeling to change its size category. * It lasts for as long as the changeling desires, even if unconscious or sleeping (although changelings do revert back to their natural form upon death). * Anything that can see through or acts on a shapechanger's alternate forms applies to a changeling in the same manor. * Changelings with grievous physical wounds (lost eye, severed hand, etc) cannot disguise that injury regardless of their form, nor can a changeling mimic such an injury intentionally. SKILLS:
Bluff (Cha) +10 (+5 to receive secret messages) Diplomacy (Cha) +8 Disable Device (Dex) +7 Disguise (Cha) +18 Intimidate (Cha) +10 Knowledge (local) (Int) +4 Perception (Wis) +5 Sense Motive (Wis) +7 (+5 to intercept secret messages) Stealth (Dex) +7 (+4 in crowds) Background skills Linguistics (Int) +4 Sleight of Hand (Dex) +7 (+2 to conceal light blades) FEATS:
Bandit:
Ambush (Ex): At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces uncanny dodge.
Fearsome Strike (Ex): At 8th level, a bandit can terrify an opponent with a single hit. A number of times per day equal to her Charisma modifier (minimum 1), when a bandit confirms a critical hit and deals sneak attack damage to an opponent, she can choose to make the opponent frightened for a number of rounds equal to her Charisma modifier (minimum 1). She cannot use this ability in conjunction with a critical feat. This ability replaces improved uncanny dodge. Knife Master:
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 (Advanced Player's Guide 178), 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. Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense. GEAR
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