Crowe

Fa'zakar's page

138 posts. Alias of Rhanloi Ehlyss.


Full Name

Fa'zakar

Race

Human

Classes/Levels

Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

Strength 10
Dexterity 17
Constitution 11
Intelligence 12
Wisdom 14
Charisma 12

About Fa'zakar

Male human adept 1/rogue 3
CG Medium humanoid (human)
Init +3; Perception +10 (+11 vs. traps/surprise)
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 24 (4 HD; 1d6+3d8+3)
Fort +1, Ref +6, Will +5
Defensive Abilities: Evasion, Trap sense +1
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Offense
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Speed 30 ft.
Base Atk +2; CMB +5; CMD 15
Melee: mwk cold iron Short sword: Attack +6, Damage 1d6 (crit: 19-20/x2)
Melee: mwk Rapier: Attack +6, Damage 1d6+3 (crit: 18-20/x2)
Dual Wielding: Attack +4 for both hands
Ranged: Shortbow: Attack +5, Damage 1d6 (x3) (60’ range)
Special Attacks: Sneak attack +2d6; +1 dmg when flanking
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Spells
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Rogue Spell-Like Abilities (CL 3rd; concentration +4)
At will—Mage hand
Adept Spells Prepared (CL 1st; concentration +3)
1st— comprehend languages, sleep (DC 13)
0 (at will)— light, mending, purify food and drink (DC 12)
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Statistics
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Str 10, Dex 17, Con 11, Int 12, Wis 14, Cha 12
Languages: Common, Dwarven, Goblin
Skills: 9 ranks per level
Acrobatics* (+9) {+3 ability -0 AC +3 ranks +3 class}
Appraise* (+6) {+1 ability+2 ranks +3 class}
Bluff* (+7) {+1 ability +3 ranks +3 class}
Climb* (+0) {+0 ability -0 AC +0 ranks +3 class}
Diplomacy* (+5) {+1 ability +1 ranks +3 class}
Disable Device* (+10) {+3 ability -0 AC +3 ranks +3 class +1 rogue bonus}
Disguise* (+1) {+1 ability +0 ranks +3 class}
Escape Artist* (+10) {+3 ability -0 AC +2 ranks +3 class +2 feat}
Fly (+3) {+3 ability -0 AC}
Heal* (+7) {+1 ability +1 ranks +3 class +1 trait}
Intimidate* (+5) {+1 ability +1 ranks +3 class}
Knowledge (religion)* (+5) {+1 ability +1 ranks +3 class}
Linguistics* (+5) {+1 ability +1 ranks +3 class}
Perception* (+10/11 traps) {+2 ability +3 ranks +3 class +2 feat}
Profession* (Herbalist) (+7) {+2 ability +2 ranks +3 class}
Ride (+3) {+3 ability -0 AC}
Sense Motive* (+9) {+2 ability +2 ranks +3 class +2 feat}
Sleight of Hand* (+9) {+3 ability -0 AC +3 ranks +3 class}
Spellcraft* (+5) {+1 ability +1 rank +3 class}
Stealth* (+11) {+3 ability -0 AC +3 ranks +3 class +2 feat}
Survival* (+6) {+2 ability +1 ranks +3 class}
Swim* (+0) {+0 ability -0 AC +0 ranks +0 class}
Use Magic Device* (+5) {+1 ability +1 ranks +3 class}

Special:

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Rogue Talents
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Minor Magic (Mage Hand): (Sp) A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability.
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Feats & Traits
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Alertness: You get a +2 bonus on Perception and Sense Motive skill checks.
Caretaker: As an assistant of an herbalist in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Dirty fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit).
Stealthy: You get a +2 bonus on all Escape Artist and Stealth skill checks.
Two-weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
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.
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Special Abilities
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Agile Maneuvers: Use DEX instead of STR for CMB
Combat Expertise: +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim: -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion: If succeed on Reflex save for half dam, take none instead.
Sneak Attack: +2d6 Attacks deal extra damage if flank foe or if foe is flat-footed. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Danger Sense +1 (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.
Trapfinding +1: 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.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
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.

Gear:

Magic Items: Potion of cure light wounds (x4), alchemical solvent (x2), alchemist's fire (x2), tanglefoot bag (x2)
Weapons & Armor: Masterwork studded leather armor, masterwork rapier, masterwork cold iron short sword, shortbow, 40 arrows
Other Gear: Backpack, bedroll, belt pouch, blanket, flint and steel, grappling hook, mess kit, rope, thieves' tools, trail rations (10 days), waterskin (x2)
Treasure: 229 gp; 4 sp

Spells:

0-level
- Light: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
- Mage hand: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
- Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
- Purify food and drink: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
1st—
- Comprehend languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
- Sleep: A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.