Full Name |
Haze the Futile |
Race |
| HP 17/17 | AC 17, T 113, FF 14 | CMD 13 | F +3 R +5 W +4 | Init +3 | Perc +7 (+8 vs. traps) |
Classes/Levels |
| Speed 30ft | Blessings: Darkness/Void 2/3, | Active Conditions: Darkness Blessing (20% concealment) |
Gender |
Haze the Futile | Male CN Medium Duskwalker Rogue (snare setter) 1/Warpriest 1 |
About Haze the Futile
Arthur Worthington
Male duskwalker rogue (dark stalker) 1/warpriest 1
CN Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7 (+8 for traps)
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex)
hp 17
Fort +3, Ref +5, Will +3
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Offense
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Speed 30 ft.
Melee kukri +5 (1d6/18-20)
Ranged longbow +3 (1d8/x3)
Special Attacks blessing (darkness/void, minor) 3/day, sneak attack 1d6+1
Warpriest Spells Known (CL 1st; concentration +3)
1st (2/day)—divine favor, expeditious retreat, litany of sloth, shield of faith, weapons against evil
0 (3, at will)—detect magic, guidance, stabilize
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Statistics
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Str 10, Dex 17, Con 12, Int 13, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Combat Expertise, Weapon Focus (kukri), Weapon Finesse
Traits Secret Keeper, Blade of the Society
Skills Acrobatics +7, Bluff +7, Disable Device +10, Diplomacy +6, Knowledge (religion) +5, Perception +7 (+8 to locate traps), Sense Motive +2, Spellcraft +5, Stealth +9, Survival +8, Racial Modifiers +2 Stealth, +2 Survival
Languages Common, Celestial, Infernal
SQ finesse training, ghost hunter, sacred weapon (kukri) 1d6, trapfinding +1, yamaraj's baliff
Combat Gear acid, alchemist's fire, holy water; Other Gear darkleaf leather lamellar, longbow, mw cold iron kukri, silver dagger, morningstar, backpack, silk rope (50 ft.), grappling hook, mwk thieves' tools
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Special Abilities
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Aura Haze’s chaotic aura is faint when using detect chaos.
Blessings Haze can use any combination of his two blessing abilities (glorious presence and war mind) 3 times per day.
Enshrouding Darkness (minor): At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment.
Airless Touch (minor): At 1st level, with a successful melee touch attack you can steal the breath from an opponent’s lungs, leaving it unable to speak, use breath weapons, cast spells with verbal components, or do anything else requiring breath for 1 round. If the target fails at a Fortitude saving throw, it’s also staggered for 1 round as it catches its breath. If the target was attempting to hold its breath, it can no longer do so: it must breathe on its turn or risk suffocation and unconsciousness. Creatures that don’t need to breathe are unaffected. Regardless of whether it succeeds at its saving throw, the target is immune to further uses of your airless touch for 24 hours.
Sacred Weapon Haze can do 1d6 damage with his greatsword.
Spontaneous Casting (Positive) Haze can swap any of his 1st-level spells for cure light wounds on the fly.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her 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. She 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: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Ghost Hunter (Su): In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s nonmagical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.
Yamaraj's Baliff: Duskwalkers tied to the mighty yamarajes can draw upon a fraction of the final judges’ sagacity. Duskwalkers with this racial trait can use their Wisdom modifier when attempting Bluff and Diplomacy checks instead of their Charisma modifier. This racial trait replaces ward against corruption.
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