Icarus Methuselah Freson
Favored class Rogue +1HP/Level
Init +3
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee Crowbar +4 (1d6+3two-handed)x2
Sap +2 (1d6+2)x2
Ranged shortbow +3 (1d6/×3)
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Statistics
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Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 12
BAB 0; CMB +2; CMD 15
Feats: Catch Off-Guard (Combat), Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Enforcer (Combat), Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Traits: Surprise Weapon: You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons
Magical Talent: Choose a 0-level spell (Mage Hand). You may cast that spell once per day as a spell-like ability. If you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
Skills:Acrobatics Dex* 3+1+3=7
Appraise Int
Bluff Cha 1+1+3=5
Climb Str* 2+1+3=6
Craft Int
Diplomacy Cha
Disable Device Dex* 3+1+3=7
Disguise Cha
Escape Artist Dex*
Fly Dex*
Handle Animal Cha
Heal Wis
Intimidate Cha 1+1+3=5
Knowledge (arcana) Int 1+1=2
Knowledge (dungeoneering) Int
Knowledge (engineering) Int
Knowledge (geography) Int
Knowledge (history) Int
Knowledge (local) Int
Knowledge (nature) Int
Knowledge (nobility) Int
Knowledge (planes) Int
Knowledge (religion) Int
Linguistics Int
Perception Wis 0+1+3=4
Perform Cha
Profession Wis
Ride Dex*
Sense Motive Wis
Sleight of Hand Dex* 3+1+3=7
Spellcraft Int
Stealth Dex* 3+1+3=7
Survival Wis
Swim Str*
Use Magic Device Cha 1+1+3=5
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Special Abilities
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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 f lanks 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.
Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
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Equipment
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Studded Leather Armor 25gp 20lb
Dagger 2gp 1lb
Sap 1gp 2lb
Shortbow 30gp 2lb
Arrows (20) 1gp 3lb
Grappling arrow 1gp 1/2lb
Crowbar 2gp 5lb
Backpack 2gp 2lb
Blanket 5sp 3lb
Candle x2 2cp -
Chalk x5 5cp -
Flint and Steel 1gp -
Mirror 10gp 1/2lb
Silk rope 10gp 5lb
Thieves' tools 30gp 1lb
Waterskin 1gp 4lb
trail rationsx5 2gp5sp 5lb
30gp 9sp 3cp
58lbs Light load: 54lbs total