Eldran Tesh

Dorian "Grey"'s page

273 posts. Organized Play character for Dorian 'Grey'.


Full Name

Dorian Grey

Race

Human

Classes/Levels

Unchained Rogue 1

Gender

Male

Size

M

Age

20

Alignment

CG

Languages

Taldane, Infernal, Varisian, Shadow tongue

Strength 11
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 12
Charisma 12

About Dorian "Grey"

Background:
Twelve and a century ago, Dorian's father was a minor nobles son. He enjoyed all the rights and privileges afford one of rank. Being the fourth son, Dorian's father was free to run wild, as the family business affairs would be carried-out by his elder brothers. On Dorian's father's seventeenth birthday, he receive his first trip into the city. Awed by the sights and sounds, he began a weekly pilgrimage. Unknown to Dorian's father, his visits caught the eye of a mysterious gentleman. A fortnight prior to Dorian's father's eighteenth birthday, he was visited by said gentleman. The pain, the fear, the shameful ecstasy, drowned Dorian's father into a century long maelstrom, that has repeatedly driven home the weight of discouragement.
Twenty years ago, a fleeting night of forgetful bliss (with some nobleman's daughter), produced an illegitimate child name Dorian.

Crunch:
Dorian Grey
Male Human unchained rogue 1
CN Medium humanoid Nidal (human)
Init +7; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +0 shield, +0 deflection, +3 Dex, +0 natural, +1 dodge)
hp 11 (1d8+3)
Fort +1 Ref +5, Will +1
+2 trait bonus on Will saves against charm and compulsion effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Range dagger +3(1d4/19-20x2) 10'
....................
Special Attacks
sneak 1d6

....... .....
SQ
trap finding

........... .

--------------------
Statistics
--------------------
Str 11, Dex 17, Con 14, Int 13, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 14
Class Skills

The Rogue (Unchained)'s class skills are Acrobatics (Dex)+7, Appraise (Int), Bluff (Cha)+7, Climb (Str)+5, Craft (Int), Diplomacy (Cha)+5, Disable Device (Dex)+7, Disguise (Cha)+5, Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis)+5, Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex)+7, Stealth (Dex)+7, Swim (Str), and Use Magic Device (Cha)+5.

Skill Points at each Level: 8 + Int modifier.
Feats: imp. initiative, weapon finesse(b), combat expertise
Traits: Child of Two Peoples, threatening defender, ?
Drawback: Pride
Languages Taldane, Infernal, Varisian, shadow tongue
favored class: +1 hp
Other Gear

Lamellar (leather)

--------------------
Tracked Resources
--------------------

Wealth 150 gp

Class:

PFS Legal Rogue (Unchained)
Source Pathfinder Unchained pg. 20 (Amazon)
Thief, sneak, charmer, diplomat—all of these and more describe the rogue. When not skulking in the shadows, disarming traps, and stealing from the unaware, rogues may rub shoulders with powerful nobles or plot capers with fellow crooks. The rogue is the master of many faces, using her skills and talents to get herself both into and out of trouble with rakish aplomb. While others may call them charlatans and burglars, even the most larcenous rogues tend to consider themselves consummate professionals, willing to take on any job if the price is right.

Unchained: While much of the unchained rogue will be familiar to those who have played the class from the Core Rulebook, there are a number of new class features that greatly enhance the power and flexibility of the rogue. Chief among these is the debilitating injury class feature. A rogue with this ability can severely hamper her foes, giving her a much-needed boost to her offense or defense, depending on the situation. In addition, with finesse training, the rogue now gains Weapon Finesse for free at 1st level. This ability also lets her add her Dexterity to damage rolls with one weapon starting at 3rd level. Finally, the rogue’s edge ability ties into a new system presented in Chapter 2 of this book called skill unlocks. With this feature, the rogue can master a small set of chosen skills, outperforming all those characters without access to such talents.

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills

The Rogue (Unchained)'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).

Skill Points at each Level: 8 + Int modifier.
Class Features
Weapon and Armor Proficiencies: 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.

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 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.

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.

Racial Traits:
Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Traits/Drawback:

Child of Two Peoples [regional]

Source People of the North pg. 15 (Amazon)
Requirement(s) Half-Elf, Half-Orc, or Human
Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Ulfen). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.

Threatening Defender [combat]

Source Cheliax, Empire of Devils pg. 19 (Amazon)
You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.