Aldern Foxglove

Gerald Kazeukete's page

No posts. Organized Play character for Marthian.


Full Name

Gerald Kazeukete

Race

Half-Elf

Classes/Levels

Rogue 2

Gender

Male

Size

5' 5"

Age

22

Special Abilities

Bleeding Attack, Elf Blood, Evasion, Low-Light Vision

Alignment

Chaotic Neutral

Deity

None

Location

Wanderer

Languages

Common, Elven

Occupation

None

Strength 13
Dexterity 17
Constitution 12
Intelligence 8
Wisdom 14
Charisma 14

About Gerald Kazeukete

GERALD KAZEUKETE CR 1
Male Half-Elf Rogue 2
CN Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 15 (2d8+2)
Fort +2, Ref +6, Will +2
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Dagger +4 (1d4+1/19-20/x2) and
. . Rapier +4 (1d6+1/18-20/x2) and
. . Unarmed Strike +4 (1d3+1/20/x2)
Ranged Crossbow, Hand +4 (1d4/19-20/x2)
Special Attacks Bleeding Attack +1, Sneak Attack +1d6
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STATISTICS
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Str 13, Dex 17, Con 12, Int 8, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Rogue Weapon Proficiencies, Skill Focus: Stealth (Adaptability), Weapon Finesse
Traits Poverty-Stricken, Resilient
Skills Acrobatics +7, Bluff +7, Climb +0, Disable Device +10, Escape Artist +6, Fly +2, Knowledge (Local) +3, Perception +9, Ride +2, Sense Motive +6, Sleight of Hand +6, Stealth +10, Survival +7, Swim +4
Languages Common, Elven
SQ Cold weather outfit, Elf Blood, Trapfinding +1
Combat Gear Bolts, Crossbow (20), Crossbow, Hand, Dagger, Rapier, Studded Leather; Other Gear Caltrops (2), Cold weather outfit, Grappling hook, Rope, silk (50 ft.), Thieves' tools, masterwork
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SPECIAL ABILITIES
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Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage per round.
Cold weather outfit +5 Fort save vs. cold weather.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
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A lone Half-Elf that has had a terrible childhood, constantly trying to steal to survive on his own. He hasn't been in the best of neighborhoods and as such, is not very trusting of others. The experience of being betrayed by allies or friends haunts him, and as such may not keep promises.

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Caltrops: A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Caltrops may not work against unusual opponents.

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