Paracount Julistar

Haroun al-Faayed's page

14 posts. Organized Play character for Snorter.


Full Name

Haroun al-Faayed

Race

Human (Keleshite)

Classes/Levels

Unchained Rogue 4

Gender

Male

Size

Medium

Age

20

Special Abilities

Sneak Attack!

Alignment

Neutral

Deity

Whatever the locals follow

Location

Anywhere and Everywhere

Languages

Ancient Thassilonian, Kelish, Osiriani, Taldane (Common)

Occupation

Fledgling Pathfinder

Strength 12
Dexterity 18
Constitution 12
Intelligence 15
Wisdom 10
Charisma 12

About Haroun al-Faayed

This is a PC built under 3.5 rules, for Season 0, then updated to PF rules for Season 4.
I then took advantage of the rebuild option to recreate the character as an Unchained Rogue.

Unchained Rogue 4
BAB +3
melee attack +1 rapier +8 (1d6+5/18-20)
Saves
Fort +2
Reflex +8 (+9 vs traps)
Will +3

Feats: Blind-Fighting, Improved Initative, Iron Will, Weapon Finesse
Traits Stay Death's Embrace (faction bonus, season 0)

Abilities Danger Sense, Debilitating Injury, Evasion, Finesse Training (rapier), Rogue Talents (bleeding attack 2, quick disable), Sneak Attack (2d6 plus special), Trapfinding, Uncanny Dodge

Weapon/Armour Proficiencies: All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
Rogues are proficient with light armor, but not with shields.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, he can select any one type of weapon that can be used with Weapon Finesse. Whenever he makes a successful melee attack with the selected weapon, he adds his Dex modifier instead of Strength to the damage roll. If any effect would prevent the rogue from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier.

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.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.

Sneak Attack (Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He 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 total concealment.

Trapfinding (Ex): A rogue adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Uncanny Dodge (Ex): 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 Dexterity 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 against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Skills (class skills in blue) 32 class, +8 Int, +4 race, +4 favored=48
....................................Ranks Bonus
Acrobatics (Dex)...............4....+11
Appraise (Int)...................0....+2
Bluff (Cha)........................1....+5
Climb (Str)........................1....+5
Craft(wood)(Int)..............1....+6
Diplomacy (Cha)...............2....+6
Disable Device (Dex)........4....+11
Disguise (Cha)..................1....+5
Escape Artist (Dex)...........1....+8
Fly (Dex)
Handle Animal (Cha).........1....+2
Heal (Wis)
Intimidate (Cha)...............1....+5
Knowledge (arcana).........1....+3
Knowledge (dung)............1....+6
Knowledge (eng)..............1....+3
Knowledge (geog)............2....+4
Knowledge (hist)..............1....+3
Knowledge (local).............1....+6
Knowledge (nature)..........1....+3
Knowledge (nobility).........1....+3
Knowledge (planes)..........1....+3
Knowledge (religion).........1....+3
Linguistics (Int).................1....+6
Perception (Wis)...............4....+7 (+8 vs surprise)
Perform (Cha)
Profession (Wis)
Ride (Dex).........................1....+5
Sense Motive (Wis)...........2....+5
Sleight of Hand (Dex)........1....+8
Spellcraft (Int)...................1....+3
Stealth (Dex).....................4....+11
Survival (Wis)....................1....+1
Swim (Str).........................1....+5
Use Magic Device (Cha).....4....+8

Equipment: Studded Leather armour, rapier, 3 daggers, sap.
Backpack, wooden holy symbol of Sarenrae, thieves' tools, bedroll, winter blanket, waterskin, 10 days trail rations, flint & steel, 50' silk rope, map case, 10 sheets paper, ink and pen, signal whistle, belt pouch, 2 spare vials, 29gp, 9sp, 11cp.