LN Medium Catfolk Rogue (Blessed One/Swashbuckler) 8|HP: 80/80|AC: 26|Perception: +16m (+2 w/Initiative)|Fort: +11t|Reflex: +18m|Will: +14e|Speed: 30ft (35ft w/Panache)|Focus Points: 1/1|Icons: ◆◇↺
About Faust Hawkins
Harrow Cards: The Locksmith and The Brass Dwarf
Gold: 26gp 4sp
Male Catfolk Unhappy Childhood (Tortured) Rogue 8 with Swashbuckler Archetype & Blessed Dedication
LN Humanoid (Catfolk)
Senses Perception +16m (+2 Initiative), Low-Light Vision
Languages Common, Amurrun, Dwarven
Speed 30 Feet (35ft with Panache)
HP: 80 AC: 26
Fort: +11t Reflex: +18m Will: +14e
Melee [one-action] +1 Striking Disrupting Shortsword +17 2d6+6 Piercing (Agile, Finesse, Magical, Versatile S, Necromancy)
Melee [one-action] +1 Striking Disrupting Shortsword +17 2d6+6+1 (with Panache) Piercing (Agile, Finesse, Magical, Versatile S, Necromancy)
Melee [one-action] +1 Light Mace +17 1d4+6 Bludgeoning (Agile, Finesse, Magical, Shove)
Melee [one-action] +1 Light Mace +17 1d4+6+1 (with Panache) Bludgeoning (Agile, Finesse, Magical, Shove)
Ranged [one-action] +1 Striking Composite Shortbow +17 2d6+2 Piercing (Propulsive, Magical, Deadly d10)
Ranged [one-action] +1 Striking Composite Shortbow +17 2d6+2+1 (with Panache) Piercing (Propulsive, Magical, Deadly d10)
Ranged [one-action] Sling +16 1d6+2 (Propulsive, Range 50ft)
Ranged [one-action] Sling +16 1d6+2+1 (with Panache) (Propulsive, Range 50ft)
Sneak Attack: 2d6
Precise Strike: 1d6 when performing a finisher
Focus Points: 1
Lay on Hands: [one-action] Heal 24HP, +2 status bonus to AC for 1 round.
Lay on Hands vs Undead: [one-action] Basic Fort Save DC24, 4d6 Damage, If it fails, it also takes a –2 status penalty to AC for 1 round.
Underworld Lore +11t
Str 10 Dex 19 Con 12 Int 12 Wis 14 Cha 18
Ancestry Abilities - Nine Lives Catfolk, Cat's Luck, Expanded Luck
Free Archetype Feats - Swashbuckler Dedication, Finishing Precision, Swashbuckler Riposte, Blessed One Dedication
Class Feats - Trapfinder, Quickdraw, Dread Striker, Gang Up, Opportune Backstab
Skill Feats - Bon Mot, Pickpocket, Hobnobber, Read Lips, Battle Medicine, Subtle Theft, Wary Disarmament, Glean Contents, Quick Unlock
General Feats - Incredible Initiative, Fleet
Class Features - Thief Racket, Sneak Attack, Surprise Attack, Deny Advantage, Weapon Tricks, Evasion, Vigilant Senses, Weapon Specialization
Feats and Abilities
Nine Lives Catfolk: Your family has always seemed to bounce back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives. If you are reduced to 0 Hit Points by a critical hit on an attack roll, you become dying 1 instead of dying 2.
Cat's Luck: You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.
Expanded Luck: You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day.
Swashbuckler Dedication: Choose a swashbuckler style (Wit). You gain the panache class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style.
Finishing Precision: You've learned how to land daring blows when you have panache. You gain the precise strike class feature but you deal 1 addition damage on a hit and 1d6 damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. Basic Finisher Single Action (Finisher, Swashbuckler) You make a graceful, deadly attack. Make a Strike; if you hit and your weapon qualifies for precise strike, you deal the full 1d6 damage from precise strike.
Swashbuckler Riposte: You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction. You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.
Trapfinder: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Quickdraw: You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Dread Striker: You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.
Gang Up: You and your allies harry an opponent in concert. Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them.
Bon Mot: You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Pickpocket: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
Hobnobber: You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
Read Lips: You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know.
Battle Medicine: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Subtle Theft: When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
Wary Disarmament: If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
Glean Contents: You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to Decipher Writing gains the manipulate trait. This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.
Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Fleet: You move more quickly on foot. Your Speed increases by 5 feet.
Thief Racket: Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery.
Sneak Attack: When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Deny Advantage: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Weapon Tricks: You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.
Evasion: You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Vigilant Senses: Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.
Quick Unlock: You can Pick a Lock using 1 action instead of 2.
Opportune Backstab: Reaction, Trigger - A creature within your melee reach is hit by a melee attack from one of your allies. When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.
Blessed One Dedication: You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells.
Worn - Explorer's Clothing, +1 Leather, Healer's Gloves, Bracelet of Dashing, Ring of Energy Resistance (Cold), Choker of Elocution, Boots of Elvenkind, Goggles of Night
Weapons - +1 Striking Disrupting Shortsword, +1 Light Mace, +1 Striking Composite Shortbow, Sling
Stowed - Healer's Tools, Writing Set, Religious Symbol Silver (Sarenrae), Thieves Tools (Infiltrator), Thieves Tools Infiltrator Extra Picks, Adventurers Pack, Bag of Holding Type I, Big Rock Bullet, Eagle Eye Elixir (Moderate)
Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or Treat Wounds.
Writing Set: Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.
Adventurers Pack: This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Bracelet of Dashing: This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.
Activate Single Action command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.
Healer's Gloves: These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate Single Action Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing.
Thieves Tools (Infiltrator): You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.
Choker of Elocution: This platinum choker bears characters from a language’s alphabet, and it gives knowledge of that language and the associated culture’s customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.
Ring of Energy Resistance (Cold): This ring grants you resistance 5 against cold. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way.
Boots of Elvenkind: These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks. Activate envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.
Bag of Holding Type I: Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the bag of holding to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane.
Capacity 25 Bulk
Goggles of Night: The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour.