Elf Thief

"Fester"'s page

35 posts. Organized Play character for Falgaia.


Full Name

Burgeoning "Burgess" Bergamot

Race

Ancient Elf Scoundrel Rogue 1 | HP 6/14 | AC16 | Frt3 - Ref7 - Wil6 | Perc6, Low Light, Trap Spotter | Spe30 | Conditions: None

Classes/Levels

Cantrips:
Cantrips: Message, Chill Touch

Gender

M

Size

M

Age

???

Alignment

CG

Languages

Common, Elven, Abyssal, Draconic

Occupation

Professional Grifter

About "Fester"

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Perception +6, Low Light Vision;
Skills +5 Acrobatics, +5 Arcana, +3 Athletics, +7 Deception, +7 Diplomacy, +7 Intimidation, +5 Lore: Demon, +4 Medicine, +4 Nature, +5 Occultism, +7 Performance, +4 Religion, +5 Society, +5 Stealth, +4 Survival, +5 Thievery
Str +0 Dex +2 Con +0 Int +2 Wis +1 Cha +4
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AC 16; Fort +3, Ref +7, Will +6,
HP 14/14
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Speed 30 feet
Melee [A] Elven Curve Blade +5 (Agile, finesse, forceful ), 1d8 Slashing (+Sneak Attack 1d6)
Melee [A] fist +5 (finesse, agile, unarmed, nonlethal) Damage 1d4 bludgeoning (+Sneak Attack 1d6)
Ranged [A] shortbow +5 (deadly d10) Damage 1d6 piercing
Melee Cantrip Chill Touch +7, 1d4+4 Negative.
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Abilities Scoundrel Racket, Sneak Attack 1d6, Surprise Attack, Trap Spotter, Bard Dedication, Recognize Spell, Charming Liar
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Equipment: Elven Curve Blade, Adventurer Pack, Thieves Tools, Crowbar, Healer's Kit, Leather Armor, School Items: Spells, Soothe Scroll x1

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.

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.

Scoundrel Racket:
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.

When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.


Trap Finder:
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.


Recognize Spell {R}:
**Prerequisites** trained in Arcana, Nature, Occultism, or Religion
**Trigger** A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.


Charming Liar:
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.