Artemis Entreri

Garren Emeraldeyes's page

86 posts. Alias of Scavion.


Full Name

Garren Emeraldeyes

Race

Halfling

Classes/Levels

Rogue 13 HP 90/107; AC 32(tch 21, ff 25); CMD 29; Fort +13, Ref +19, Will +13(+2 vs Mind Affecting, +5 vs Enchantment and

Bracelet effect:
Caster believes it succeeded
; Trap Spotter, Perception +20(26 vs Traps), Sense Motive +6

Gender

Male

Size

Small

Age

25

Alignment

CN

Deity

Brandobaris

Strength 8
Dexterity 21
Constitution 16
Intelligence 18
Wisdom 10
Charisma 16

About Garren Emeraldeyes

Link to character sheet

HL Character Sheet, slight errors within on x/per day and saves, refer to Mythweavers for those:
Saves are too low by 2 points for some reason, and it says you still have 1 language to be learned. HL also doesn't give you the resonance effect between Wayfinder and Ioun Stone.

Garren - HeroLab Mode:
Garren Emeraldeyes
Male Halfling Rogue 13
CN Small humanoid (halfling)
Init +6; Senses Perception +19
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Defense
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AC 32, touch 21, flat-footed 24 (+7 armor, +4 shield, +5 Dex, +1 size, +3 dodge, +1 insight)
hp 107 (13d8+52)
Fort +11, Ref +17 (+4 bonus vs. traps), Will +11; +4 against poison, diseases and nausea; +2 vs. fear
Defensive Abilities evasion, improved evasion, improved uncanny dodge, trap sense +4 Immune: disease.
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Offense
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Speed 40 ft.
Melee +3 rapier +18/+13 (1d4+7/18-20)
Special Attacks shadowstrike, sneak attack +7d6
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Statistics
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Str 8, Dex 20, Con 16, Int 18, Wis 10, Cha 16
Base Atk +9; CMB +9 (+11 reposition); CMD 28
Feats Dampen Presence, Eldritch Heritage[UM], Extra Rogue Talent[APG], - Custom Feat -, Hellcat Stealth, Improved Eldritch Heritage[UM], Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +28 (+33 to jump), Appraise +5, Bluff +20 (+22 to feint), Climb +6, Diplomacy +20, Disable Device +28, Disguise +11, Escape Artist +6, Fly +8, Heal +1, Intimidate +4, Knowledge (dungeoneering) +9, Knowledge (engineering) +6, Knowledge (history) +18, Knowledge (local) +21, Linguistics +21, Perception +19, Ride +6, Sense Motive +5, Sleight of Hand +22 (+26 to conceal a weapon), Stealth +37, Survival +1 (+3 to avoid becoming lost), Swim +6, Use Magic Device +20; Racial Modifiers +2 Perception
Languages Custom Language, Custom Language, Common, Custom Language, Custom Language, Draconic, Custom Language, Drow Sign Language, Dwarven, Elven, Giant, Gnome, Halfling, Custom Language, Custom Language, Custom Language, Custom Language, Custom Language
SQ rogue talents (acrobatic master, assault leader, black market connections, defensive roll, improved evasion, iron guts, skill mastery, surprise attacks, trap spotter, underhanded), shadow well, trapfinding +6
Combat Gear jingasa of the fortunate soldier; Other Gear +3 shadow mithral chain shirt, +3 buckler, +3 rapier, amulet of hidden light, boots of striding and springing, ring of the soft step, goggles of night, headband of ninjitsu, dusty rose prism ioun stone, ring of sustenance, stone of good luck (luckstone), traveler's any-tool, wayfinder, thieves' tools, 1,450 gp
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Special Abilities
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Acrobatic Master (+6) Get a bonus to all Acrobatics check and roll Acrobatics instead of Escape Artist.
Amulet of hidden light Create light as a sunrod. Creatures outside the area cannot see the light.
Assault Leader (+3) (Ex) Get a +3 bonus on all attack rolls made against flanked opponents.
Black Market Connections (Ex)Find useful items in your backpack. (up to 1300gp).
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Defensive Roll (1/day) (Ex) As an immediate action, make an Acrobatics check to avoid an attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus vs Fear saves.
Force of Personality Add Charisma instead of Wisdom on Will saves.
Headband of ninjitsu (1/day) +2 to hit on sneak att, can sneak att concealed. Activate to feint/reposition as swift.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Iron Guts (+4) (Ex) +4 saves vs poison, disease and nausea. You're immune to disease.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Well (1/day) (Sp) Stealth when observed if you are within 10' of a shadow.
Shadowstrike (6/day) (Sp) Melee touch attack deals 1d4+5 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Skill Mastery (All) You can roll twice and take the better result whenever you make a skill check for a skill in which you assigned at least 1 skill rank. You can always take 10 on skill checks of a skill in which you have at least 10 ranks.
Sneak Attack +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surprise Attacks (Ex) Deal maximum Sneak Attack damage against targets who are surprised or helpless.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Underhanded (Ex)Add your Int modifier to damage rolls when using Weapon Finesse.
Wayfinder A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Appearance: Long red hair and emerald green eyes that can charm a maiden with a single wink, Garren stands at an imposing three feet tall with a lithe, agile frame. A rapier hangs from his belt and his movements seem to flicker.

Special Abilities/Revised Rogue Talent descriptions:
- Defensive Roll: When a Rogue with this talent is targeted by a melee or ranged attack, she can spend an immediate action to make an Acrobatics check. Shen can use the result as her AC or touch AC against that attack, but she must be aware of the attack and not flat-footed. If the Rogue also has the Acrobatic Master Rogue Talent, she also adds her Cha bonus to this Acrobatics check.

- Assault Leader: Adds a +1 bonus to attack rolls made against opponents the Rogue is flanking. This bonus is increased by +1 at Rogue level 5 and every 5 levels thereafter (to a maximum of +5 at 20th level). This bonus also applies to all attacks of opportunity you get to make by virtue of having the Opportunist talent, even if the target of your attack of opportunity is not flanked.

- Force of Personality: You gain Force of Personality as a bonus feat. (Force of Personality is a 3.5 feat that allows characters to add their Cha modifier instead of Wisdom to Will saves).

- Iron Guts: The Rogues gets a +1 bonus to all saving throws made to resist poison and diseases, as well as all supernatural effects that would cause her to be poisoned, diseased, sickened or nauseated. This bonus increases by +1 at Rogue level 6 and every 3 levels thereafter. At 9th level, the Rogue becomes immune to all diseases, including supernatural ones. At 18th level, she also becomes immune to poison.

- Skill Mastery: Whenever you make an skill check for a skill in which you have at least 1 rank you can roll twice and take the better result. Additionally, you can always Take 10 on any skill in which you have at least 10 ranks, even if you're distracted or in peril. At 20th level, whenever you make an skill check for a skill in which you have at least 1 rank you can roll three times and take the best result. (Prerequisite: Rogue level 10).

- Surprise Attack: The first successful Sneak Attack you make each round against a creature who is surprised, helpless, unconscious or unaware of your presence automatically deals maximum damage. (This effect applies to only one Sneak Attack per target per round). Additionally, during a surprise round, all enemies are considered flat-footed to you, even if they have already acted.

- Underhanded: A Rogue with this talent using the Weapon Finesse feat can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This damage is not increased for two-handed weapons, nor is it reduced for off-hand weapons. At 10th level, the Rogue's Int bonus to damage is no longer limited to her Rogue level. (Prerequisite: Weapon Finesse).

- Acrobatic Master: You add a bonus equal to half your Rogue level to all Acrobatic checks. You can perform high-risk acrobatics so easily that you can even do it while taunting and distracting your opponents. Thanks to this confidence, you add your Charisma modifier on to your AC and CMD against attacks of opportunity provoked by moving through a threatened squares, as well as to all Acrobatics checks made to move without provoking attacks of opportunity and the DC of these checks is not increased for moving at full speed. Additionally, you can replace your Escape Artist bonus with your Acrobatics bonus.

Shadow Well(Gained Via Improved Eldritch Heritage) (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.