Ip-Thek Quaj
Male Ifrit Rogue 1
Chaotic Good
Strength 14 (+2)
Dexterity 20 (+5)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 15 (+2)
Size: Medium
Height: 5' 11"
Weight: 155 lb
Eyes: Amber
Hair: Fire
Skin: Red
Total Hit Points: 11
Speed: 30 feet
Armor Class: 17 = 10 + 2 [leather] + 5 [dexterity]
Touch AC: 15
Flat-footed: 12
Initiative modifier: + 5 = + 5 [dexterity]
Fortitude save: + 2 = 0 [base] + 2 [constitution]
Reflex save: + 7 = 2 [base] + 5 [dexterity]
Will save: + 0 = 0 [base]
Attack (handheld): + 2 = 0 [base] + 2 [strength]
Attack (missile): + 5 = 0 [base] + 5 [dexterity]
Combat Maneuver Bonus: + 2 = 0 [base] + 2 [strength]
Combat Maneuver Defense: + 17 = 10 + 0 [base] + 2 [strength] + 5 [dexterity]
Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.
Languages: Common, Halfling, Ignan
Weapons:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.]
Feats:
Throw Anything No penalty on improvised ranged weapons
Trait: Aethership Ace: You have spent years training to pilot the Aetherships used in interplanetary travel. As a result, you gain a +2 bonus to all rolls made in regards to piloting, maintaining, or modifying an aethership, as well as on ship cannon attack rolls and hull AC checks. Your training also included personal firearms training, and thus you gain a +1 to attack and damage rolls when using a one-handed firearm or energy weapon.
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 9 = +5 + 1 + 3 [class skill]
Appraise Int 1 = +1
Bluff Cha 2 = +2
Climb Str* 6 = +2 + 1 + 3 [class skill]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 2 = +2
Disable Device Dex 6 = +5 + 1 + 3 [class skill]
Disguise Cha 2 = +2
Escape Artist Dex* 9 = +5 + 1 + 3 [class skill]
Fly Dex* 5 = +5
Heal Wis 0 = +0
Intimidate Cha 2 = +2
Knowledge (local) Int 5 = +1 + 1 + 3 [class skill]
Perception Wis 0 = +0
Perform: Lute Cha 2 = +2
Perform: Sing Cha 2 = +2
Perform: Dance Cha 2 = +2
Ride Dex* 9 = +5 + 1 + 3 [class skill]
Sense Motive Wis 0 = +0
Sleight of Hand Dex* 9 = +5 + 1 + 3 [class skill]
Stealth Dex* 9 = +5 + 1 + 3 [class skill]
Survival Wis 0 = +0
Swim Str** 2 = +2
Pilot Dex 6 = 5 + 1
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Ifrit
•Ifrits are people with elemental fire heredity and count as native outsiders.
•This ifrit was allowed to choose one ability to raise by +2 (already included). Ifrits conventionally get +2 dexterity, +2 charisma, -2 wisdom. Hand-edit if needed.
•Darkvision to sixty feet
•Ifrits can use a swift action to make an unarmed attack do 1d6 points of extra fire damage for one round. Usable once daily.
•+5 resistance to fire
•Burning hands spell once daily
Rogue:
•Sneak Attack +1d6
•Trapfinding -- add half of rogue level to find traps, minimum +1
•Evasion (level 2) -- no damage on a successful reflex save
•Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand.
•Trap sense (level 3) -- armor class and reflex bonuses against traps
•Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
•Improved Uncanny Dodge (level 8) -- cannot be flanked
•Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.
Class HP rolled
Level 1: Rogue 8
Chojfoffer's Equipment:
62 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x1
Backpack
Bedroll
Flint and steel
Grappling hook
Ink vial
Ink pen
Lantern (hooded)
Rope (50', hempen) x1
Sacks x2
Sealing wax
Sewing needle
Soap
Torches x4
Musical instrument: Lute
Thieves' tools