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About Hunwald StormheartHun is a lithe specimen, with raven hair, olive skin, and a warming smile that could melt a glacier. His eyes seem to possess the ability to see directly into the hearts of most men, but especially women. With rugged good looks and a persistently flattering personality, this rascal prefers grifting his targets instead of eliminating them, but if the latter becomes necessary he is quite inclined to do that as well. Sporting a silvery chainmail shirt thal appears as if made of silk instead of metal, a dark blue cloak with flecks of silver sewn in, and a belt of five perfectly balanced throwing knives (one being made of cold iron, another of silver), Hun prefers the art of two-weapon dueling with his marvelous (+1 magic) short-swords, exhibiting the perfect mechanical dance of martial swordplay.
Male Human Rogue 4
DEFENSE
OFFENSE
Attacks:
+1 Shortsword, crit. 19-20 x2 Dual Wield [dice=Mstrwk Shortsword atk vs ??]1d20+3+6-2[/dice] [dice=Damage ?]1d6+1[/dice] [dice=Mstrwk Shortsword atk vs ??]1d20+3+6-2[/dice] [dice=Damage ?]1d6+1[/dice] Mstrwk Shortsword, crit. 19-20 x2 Dual Wield Sneak Attack
Mstrwk Shortsword, crit. 19-20 x2
Mstrwk Shortsword, crit. 19-20 x2 Sneak Attack
Dagger, crit. 19-20 x2
Dagger Sneak Attack
Dagger Thrown (up to 20')
Dagger Thrown Sneak Attack(up to 20')
Masterwork Cold-Iron Dagger +1
Mstrwk Sling (50') crit. x2
Mstrwk Sling Sneak Atk. (50') crit. x2
STATISTICS Str 10, Dex 18, Con 16, Int 8, Wis 12, Cha 10 Base Atk +3; CMB +3; CMD 18 Feats - Improved Initiative, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Short Sword)
Feats:
Two-Weapon Fighting (Combat) You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Prerequisite: Dex 15.
Improved Initiative (Combat)
Benefit: You get a +4 bonus on initiative checks. Weapon Finesse (Combat)
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Combat)
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Dodge (Combat)
Traits:
Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice= Knowledge (engineering)) is always a class skill for you.
Class Specials:
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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment. Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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. Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. 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. Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat. Uncanny Dodge (Ex):
Boon:
Psychic Dilettante: Although most psychic techniques remain a mystery to you, you have become proficient in a single psychic skill through experimentation, poring over occult literature, or learning by observing a master at work. Choose one psychic skill unlock (Pathfinder RPG Occult Adventures 194) and record it below; you can now use that skill unlock as though you had the Psychic Sensitivity feat. Hypnotism (Diplomacy): You use the power of suggestion and subtle psychic influence to alter a subject's mind and dredge up repressed memories. Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject's Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects. Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, You implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher. Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to. Action: Hypnotism takes 1 minute of calm interaction. Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.
Skills
Languages Common, Read Lips Possessions
57.5 lbs Total Weight Carried Light [u]<[/u] 59 lbs; Medium = 59-116; Heavy = 117-175 Wealth
Experience:
Level - 4 Experience Points - 10
Adventures Completed:
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