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About Felix "Lucky Gits" SeasonData:
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:
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:
Trapfinder
Skills: Skillpoints gained/level (54) 6x 8+1(int)
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
Carrying Capacity:
Carried Possessions (76 lbs):
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. |