| Full Name |
Horst Broadbrim |
| Race |
Dwarf Rogue 2 |
| Classes/Levels |
|
| Gender |
Male |
| Strength |
12 |
| Dexterity |
18 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
12 |
| Charisma |
12 |
About Horst Broadbrim
ABOUT
XP: 17
____________________
DEFENSE
HP 30
AC 19 (10 (base) +4 (Dex), +3 (Proficiency) +2 (Item) = 18)
Speed 20'
Fort +6 (T) Reflex +10 (E) Will +7 (E)
____________________
MELEE
Shortsword +8 (agile, finesse)
1d6+4 P/S
Clan Dagger +5 (Uncommon, agile, dwarf, parry)
1d4+1 P/B
Dagger +8 (agile, finesse)
1d4+4 P/S
____________________
RANGED
Dagger (10' Increment) +8
1d4+1 P
Composite Shortbow (Deadly d10, Propulsive) +8
1d6 P
____________________
SKILLS
Acrobatics +8 T
Arcana 0 U
Athletics +5 T
Crafting +4 T
Deception +5 T
Diplomacy +5 T
Intimidation +5 T
Medicine +1
Nature +1
Occultism 0
Performance 1
Religion 1
Society +4 T
Stealth +10 X
Survival 1
Thievery +8 T
Sailing Lore +4 T
____________________
SPECIAL ABILITIES
Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Sneak Attack 1d6
If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
Surprise AttackOn the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you.
Thief
When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
Rock DwarfYou gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone.
In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
Stonemason's Eye
You understand the intricacies of stonework. You become trained in Crafting. If you're already trained in Crafting, you instead gain the Specialty Crafting skill feat for stonemasonry.
You also gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.
If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain your normal circumstance bonus.
Underhanded Assault 2 Actions
You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you're Sneaking up on, even if it's currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.
You're Next
Emotion Fear Mental Rogue Visual
Trigger You reduce an enemy to 0 Hit Points.
After downing a foe, you menace another. Attempt to Demoralize a creature within 60 feet, with a +2 circumstance bonus. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
Cat Fall
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.
Combat Climber
Your techniques allow you to fight as you climb. You're not off guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Quiet Allies
You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls.
EQUIPMENT
- backpack
- shortsword
- clan dagger
- 3 daggers
- composite short bow
- 30 arrows
- repair kit
- bedroll
- leather armor
- soap
- chalk (10 pieces)
- thieves' tools
- 3 replacement picks
- rations (2 weeks)
- flint and steel
- waterskin
- rope (50 feet)
- Winter clothes
- 3 acid flask
- 3 alchemist's fire
- 10gp, 4 sp
[spoiler=To buy?]2-19 Boon Kin Warded[/spoiler