Corsair

Felix "Lucky Gits" Season's page

312 posts. Alias of Helikon.


Full Name

Felix "Lucky Gits" Season

Race

Half-orc

Classes/Levels

Rogue (Thug) 7

Gender

Male

Size

medium

Age

21

Special Abilities

Sneak attack +4d6, trapfinding, Evasion, Frightening (Ex):, uncanny dodge; Brutal Beating (Ex):

Alignment

CN

Deity

Tykee

Languages

Common, Orc,

Occupation

Criminal, pimp, legbreaker

Homepage URL

Felix

Strength 10
Dexterity 22
Constitution 14
Intelligence 13
Wisdom 12
Charisma 12

About Felix "Lucky Gits" Season

Data:

Name: Felix "Lucky Gits" Season
Race: Half-Orc
Job: Thug, criminal, pimp
Age: 21
Height: 5´4"
Weight: 160 lbs
Alignment: CN
Personality:
Likes: Good food, good booze, good pussy
Dislikes: Cheaters
Favorite foods: Roasted chicken in honeymustard, Dwarven ale
Hobbies: Laughing, drinking, womanizing
Physical Description: Dozens of tattoos of playing cards.
Deity:
Languages: Common, Orc, Ancient Osirion
Favorite Class: Rogue 1/6 Rogue Talent x6

Combat:

Hit Points: 50 (7d8+14)
Initiative: +6
Armor Check Penalty: 0
Speed: 30 feet
Armor Class: 22 (10 +5 Armor +6 Dex + 1 Defl)
Touch: 17
Flat-footed: 16
Saves:
Fortitude: +7 (2 +2 Con + 2Luck + 1 Resist)
Reflex: +14 (5 + 6 Dex + 2Luck + 1 Resist)
Will: +6 (2 +1 Wis + 2 Luck + 1 Resist)

Situational Bonuses:
Longsword +1 +13 1d8+7 19-20/x2 Slashing
MW Alchemical Silver Sap +12 1d3 20/x2 Nonlethal Blunt
Cold Iron Dagger +11 1d4 19-20/x2 Piercing and slashing
Whip +11 1d4 19-20/x2 Piercing and slashing
Combat:
Base Attack Bonus: +5
Melee Attack Bonus: +5 (5 BAB+ 0 Str)
Range Attack Bonus: +11 (5 BAB+ 6 Dex)
Combat Maneuver Bonus: 5 (5 BAB 0 Str) CM DC: 21 (10+ 4 Base + 0 Str + 6 Dex + 1 Defl)

Racial Traits:

Ability Score Racial Traits: +2 Dex
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type:
Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size:
Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Half-orcs have a base speed of 30 feet.
Languages:
Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Intimidating
+2 to Intimidation
City trained
Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Darkvision:
Half-orcs can see in the dark up to 60 feet.
Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race.

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.

Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Note from Nethys: The full list of rogue talents is available here.

Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Feats, Traits &Skills:

Feats:
1 Combat Expertise
Weapon Training --> Weapon Focus Longsword
3 Slashing Grace
RT Finess Rogue --> Weapon Finesse
5 Enforcer free action Intimidate after attack with nonlethal weapon
6 Combat Trick--> Improved Feint
Extra Slow Reactions No AoO for one round after hit by sneak attack
7 Dazzling Display (Action to intimidate all enemies within 30 feet)

Traits:
Fate's Favored
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Trapfinder
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Skills: Skillpoints gained/level (54) 6x 8+1(int)
*Acrobatics: +15 (7 ranks; +3 trained ; +6 Dex; -) 6
*Appraise: +5 (1 ranks; +3 trained; +1 Int) 7
*Bluff: 10 (7 ranks; +3 trained; +1 Cha) 13
*Climb: +2 (0 ranks; 0 trained; 3 Str; -1 armor)
*Diplomacy: 1 (0 ranks; +0 trained; +1 Cha)
*Disable Device +16 (7 ranks; +3 trained ; +6 Dex; +1trait)
*Disguise: +5 (1 ranks; +3 trained; +1 Cha) 20
*Escape Artist: +14 (7 ranks; +3 trained ; +5 Dex; -) 26
Fly: N/A (0 ranks; +0 trained; +2 Dex; 0 armor)
Heal: +0 (0 ranks; +0 trained; +0 Wis)
*Intimidate: 12 (7 ranks; +3 trained; +1 Cha +2rac) 32
*Know (arcana): +1 (0 ranks; +0 trained; +1 Int)
*Know (dungeoneering): +1 (0 ranks; +0 trained; +1 Int)
*Know (engineering): +1 (0 ranks; +0 trained; +1 Int)
*Know (local): +7 (1 ranks; +3 trained; +1 Int+2rac)) 33
*Know (geography): +1 (0 ranks; +0 trained; +1 Int)
*Know (history):+1 (0 ranks; +0 trained; +1 Int)
*Know (nature): +1 (0 ranks; +0 trained; +1 Int)
*Know (nobility): +1 (0 ranks; +0 trained; +1 Int)
*Know (planes): +1 (0 ranks; +0 trained; +1 Int)
*Know (religion): +1 (0 ranks; +0 trained; +1 Int)
*Linguistics:+0 (0 ranks; +0 trained; +0 Int)
*Perform (sing): 1 (0 ranks; +0 trained; +1 Cha)
*Perception: 10 (7 ranks; +3 trained; +1 Wis) 39
Ride: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Sense Motive: +5 (1 ranks; +3 trained; +1 Wis) 40
*Sleight of Hand: +11 (2 ranks; +3 trained ; +6 Dex; -) 42
*Stealth: +15 (7 ranks; +3 trained ; +6 Dex; -) 48
*Spellcraft: NA (0 ranks; +0 trained; +0 Int)
*Survival: +0 (0 ranks; +0 trained; +0 Wis)
Swim: +4 (1 ranks; 3 trained; 0 Str; 0 armor)
*Use magic device 10 (7 ranks; +3 trained; +1 Cha)

Equipment:

Starting Cash: 16000
Weapons: 2941 gp 18lb
Longsword +1 2315
Whip 1
MW Cold Iron Dagger 304
MW Alchemistical Silver Sap 321
Dagger of venom 8302
Armor 2100
Mithral Shirt 2100
Wonderous Items: 7000
Earring of Protection +1 2000
Vest of Resistance +1 1000
Belt of Dexterity +2 4000
Feather Token Anchor 50
Feather Token Fan 200
Feather Token Dragon Boat (450) (Same stats as Swan boat, but different looking)
Elexir of Swimming 250
Elexir of Hiding 250
Everful mug 200
Minor Bag of Holding 1000
Amulet of mighty fists+2

Potions
Cure light wounds x3 150
Potion of Reduce Person 50
4 Tunics of gravelly voice 200
A set of dice in a leather dice cup
a tiny copper horseshoe on a leather string, worn as good luck charm around his neck
a holy symbol of Desna, made of bronze
a mug made of horn
Masterwork Thieves tools
a messkit
a metal bottle filled with chelish brandy
a wodden water bottle
a whetstone in form of a scarab.
a blanket made of camel hair
Backpack

Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs

Carried Possessions (76 lbs):
Pouch with Coins (1 lbs):
CP: 3
SP: 8
GP: 1
PP: 0


Backstory:

Well they don´t call me Lucky Git´s for nothing!"


Personality:

I will make him an offer he can't refuse!
Felix is a criminal, but he is a man with a codex.
He does not enjoy kiĺling, but if he does he has no qualms about it.
If you make a deal or he gives you his word, he will keep to it, and can even be quite generous, but if you try to cheat him, he will come after you and really hurt you.