The Rake

Durahl's page

3 posts. Organized Play character for Logan1138.


Full Name

Durahl

Race

Human

Classes/Levels

Rogue / 1

Gender

Male

Size

Medium

Age

19

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Absalom

Languages

Taldane (aka Commmon), Elven, Goblin, Orc, Undercommon

Occupation

Fortune seeker

Strength 13
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 12

About Durahl

General:

__________________________ GENERAL__________________________

Male Human Rogue Level 1
HP: 11/11 (8+1+2) [Max base(d8) +1 Favored Class +2 Con]
Alignment: Chaotic Good
Faith: Cayden Cailean
PFS Faction: None

STR: 13 [+1 modifier]
DEX: 16 [+3 modifier] (+2 racial bonus added to ability)
CON: 14 [+2 modifier]
INT: 14 [+2 modifier]
WIS: 10 [+0 modifier]
CHA: 12 [+1 modifier]

Initiative: +5 [+3 Dex modifier +2 Reactionary trait]

Favored Class: Rogue

Languages: Common (aka Taldane), Elven, Goblin, Orc, Undercommon [Bonus +2 INT, 1 rank of Linguistics, Elven from adoptive parentage]


Defense:

__________________________ DEFENSE __________________________

AC 16 = 10 + 3 [Studded Leather armor] +3 [Dex]
Touch AC = 13 (No armor or shield, Dex only)
Flat-Footed = 13 (No Dex, armor and shield only)

CMD 14 = 0 [BAB] +1 [Str] +3 [Dex] +0 [size] + 10

Fortitude Save +2 = 0 [base] +2 [Con]
Reflex Save +5 = 2 [base] +3 [Dex]
Will Save +0 = 0 [base] +0 [Wis]


Offense:

__________________________ OFFENSE __________________________

Speed: 30ft (6 Squares)

BAB: +0

Basic Melee Attack +1 [+1 Str]

Basic Ranged Attack +3 [+3 Dex]

CMB +1 = 0 [BAB] +1 [Str] +0 [size]

Currently equipped weapons:

Rapier (attack: +3, dmg: 1d6+1, crit: 18-20/x2, type: Piercing) (weapon finesse applies)
Shortbow (attack: +3, dmg: 1d6, crit: 20/x3, range: 60 ft, type: Piercing)


Traits/Feats:

_________________ Feats, Skills and Special Abilities _________________

Traits:

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skeptic: Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

Feats:

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Adoptive Parentage (Elven) alternate racial trait replaces human bonus feat.


Skills:

Skills:

Total = Ability Mod. + Ranks + Misc.

Skill Ranks: 8 [Rogue] +2 [Int] + 1 [Human] = 11 total

Armor check penalty: -1

Acrobatics +6 = DEX 3+1-1+3 [1 Rank]
Appraise +2 = INT 2+0+0
Bluff +5 = CHA 1+1+3 [1 Rank]
Climb +0 = STR 1+0-1
Craft +1 = INT 1+0+0
Diplomacy +5 = CHA 1+1+3 [1 Rank]
Disable Device +6 = DEX 3+1-1+3 [1 Rank]
Disguise +1 = CHA 1+0+0
Escape Artist +2 = DEX 3+0-1
Fly +2 = DEX 3+0-1
Heal +0 = WIS 0+0+0
Intimidate +1 = CHA 1+0+0
Knowledge (Local) +6 = INT 2+1+3 [1 Rank]
Knowledge (Nature) +3 = INT 2+1+0 [1 Rank]
Linguistics +6 = INT 2+1+3 [1 Rank]
Perception +4 = WIS 0+1+3 [1 Rank]
Perform +1 = CHA 1+0+0
Ride +2 = DEX 3+0-1
Sense Motive +4 = WIS 0+1+3 [1 Rank]
Stealth +6 = DEX 3+1-1+3 [1 Rank]
Survival +0 = WIS 0+0+0
Swim +0 = STR 1+0-1
Use Magic Device +5 = CHA 1+1+3 [1 Rank]


Special Abilities:

Special Abilities

Human

Varied Nature: +2 to any one ability score
Medium: Humans are Medium sized creatures
Normal Speed: Humans have a base speed of 30 feet
Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race's languages and gain that race's weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait. (Adopted by Elves)
Skilled: Humans gain an additional skill rank at every level
Bonus Languages: Any (except secret languages)

Rogue

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. 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 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.

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.

Adoptive Parentage alternate racial trait: Elven

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Equipment:

__________________________ Equipment__________________________

Max starting gold: 150gp
remaining: 19gp 9sp

Carrying Capacity:

Light Load: 50 lbs.
Medium Load: 100 lbs.
Heavy Load: 150 lbs.
Lift Over Head: 150 lbs.
Lift Off Ground: 300 lbs.
Push or Drag: 750 lbs.

Held/Worn Equipment:

Studded Leather Armor (25gp) 20 lbs
Rapier (20gp) 2 lbs
Shortbow (30gp) 3 lbs
Arrows, 20 (1gp) 3 lbs

Traveler's outfit (free) --
Belt Pouch (1gp) 0.5 lbs
(holds: 19gp 9sp)

Backpack (2gp) 2 lbs
Map case (1gp) .5 lbs
Paper 5 sheets (2gp) --
Ink (8gp) --
Inkpen (1sp) --
Sealing wax (1gp) 1 lbs
Waterskin (1gp) 4 lbs
Sunrod 3 (6gp) 3 lbs
4 Days Rations (2gp) 4 lbs
Thieves Tools (30gp) 1 lbs

Total cost of equipment: 130 gp 1 sp
Total weight of equipment: 45 lbs

Background:

Durahl's parents were both members of the Pathfinder Society (the Grand Lodge faction) who never returned from an expedition into the Mwangi Expanse on Pathfinder business when Durahl was only 6 y/o. Durahl was left in the charge of Alterius Silverleaf, an Elven wizard who had recently retired from the Pathfinder Society and was a friend of Durahl's parents.

His adoptive father, Alterius, never encouraged (nor did he discourage) Durahl's adventurous spirit. He did encourage his "son" to try his hand at magecraft. While he possessed the innate intelligence necessary, Durahl's tempestuous spirit made it impossible for him to maintain the discipline necessary to master the ways of the arcane and he turned to more exciting pursuits much to his adoptive father's dismay.

Durahl has never given up hope that his parents might still be alive and hopes to join the Pathfinder Society to take advantage of the resources available in the organization to seek out his "lost" parents in the wilds of Garund.


Appearance/Behavior:

Durahl is a fairly nondescript young man of average height and weight (5'10 & 165 lbs) with near shoulder-length auburn hair and light blue eyes. He wears a reddish-brown tunic, cream colored breeches and tan boots.

Durahl is quick to laugh and is quick to make friends with just about anyone leading him to sometimes fall in with questionable characters as he is loath to see the bad in anyone. Durahl's one great weakness is a love of wine, which he, unfortunately, has little head for. These two traits have resulted in several brawls and other misadventures which have made Durahl unwelcome in certain taverns and inns in Absalom.

Durahl does not consider himself a "thief" and takes offense with anyone who labels him as such. He refuses to engage in the "time honored" rogue skill often associated with a true thief: picking pockets (Sleight of Hand). He prefers to think of himself as a scout and investigator with a dash of fortune hunter thrown in for good measure.