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About Ioca DolaDescription: This young man is dirty. Not the kind of dirty from a day's honest labor, but the kind of dirty that comes from living in squalor for a long time. Even his eyes are brown, and there's little opportunity to guess his ethnicity without him cleaning up. His gear looks the part as well, though there's more of it than you would expect. Everything is patched and mended, obviously used, and the leather armor has apparently failed previous owners a couple of times. Even so, he carries a functional rapier. The hunger in his eyes combined with the presence of weaponry is enough to make most good folk uneasy. Thing is, looking like he does, it is obvious he doesn't get to associate with good folk often.
Background:
Not all Chelaxians are rich. Especially not in Korvosa. Iaco grew up living in The Shingles. He knows poverty intimately. He's decided that he will do whatever he must to never know poverty again. With the almost non-existent opportunities available to those in The Shingles, he chose one of the most popular paths to climb to a better life, one of theft and manipulation. Unlike most of his peers, he didn't succumb to the lure of escape through drugs, or the quick path to a minor improvement that came from serving another. Instead, he has just done what he could for himself, improving his position step-by-step.
Most working their way out of The Shingles have either deserted what family they may remember, or are drug down, unable to advance as they try to provide for too many. Iaco has done neither. He remembers his family, and offers them very minor assistance, promising to do more once he has enough to move them into a home, not just keep them where they are. About a year ago, his younger sister went missing. Living in he Shingles, the family has accepted that she's either dead or enslaved by someone they will never meet. Iaco is convinced that she's been enslaved, and has been trying to track her down, even as he works to improve his own resources. Iaco is bordering on the breakthrough that could let him move his family into a real home. He's managed to gather enough equipment to handle real work, or even begin as an adventurer. He still has to gather quite a bit more money before he can permanently move his family, but moving them temporarily is unacceptable, as they would have to return to The Shingles without possession of shelter if he didn't keep the money coming in.
Relations:
Family
Father: unknown Mother: Samasa Dola - occasional work as a whore Older Brother: Taide - Serves at Twitcher's, lives with Samsa Older Sister: Suila (14) - whore, lives with Samsa Younger Sister: Mela (10) - Missing Youngest Sister: Felina (4) - with Samsa Combat:
Armor Class without armor 16 10 + 0 Item + 3 Dex + 1 Level + 2 Proficiency
Armor Class with armor 17 10 + 1 Item + 3 Dex + 1 Level + 2 Proficiency Hit Points 16 8 Human + (8 Rogue + 0 con) * 1 Level Fortitude +3 + 0 Con + 1 Level + 2 Proficiency + 0 Itme
Perception +6 + 1 Wis + 1 Level + 4 Proficiency + 0 Item Class DC 16 10 + 3 Cha + 1 Level + 2 Proficiency + 0 Item Speed 25' 25 Racial Unarmed +6 (1 Action) for 1d4 B (+3 Dex + 1 Level + 2 Proficiency + 0 Item)
Skills:
Bonus Skill Attribute Level Prof Item Armor/Trained Level + 6 Acrobatics 3 Dex + 1 Level + 2 Proficiency + 0 Item - 0 Armor Trained + 2 Arcana 2 Int + 0 Level + 0 Proficiency + 0 Item Untrained + 3 Athletics 0 Str + 1 Level + 2 Proficiency + 0 Item - 0 Armor Trained + 2 Crafting 2 Int + 0 Level + 0 Proficiency + 0 Item Untrained + 6 Deception 3 Cha + 1 Level + 2 Proficiency + 0 Item Trained + 6 Diplomacy 3 Cha + 1 Level + 2 Proficiency + 0 Item Trained + 6 Intimidation 3 Cha + 1 Level + 2 Proficiency + 0 Item Trained + 5 Lore: Academia 2 Int + 1 Level + 2 Proficiency + 0 Item Trained + 5 Lore: Blackjack 2 Int + 1 Level + 2 Proficiency + 0 Item Trained + 4 Medicine 1 Wis + 1 Level + 2 Proficiency + 0 Item Trained + 1 Nature 1 Wis + 0 Level + 0 Proficiency + 0 Item Untrained + 5 Occultism 2 Int + 1 Level + 2 Proficiency + 0 Item Trained + 6 Performance 3 Cha + 1 Level + 2 Proficiency + 0 Item Trained + 4 Religion 1 Wis + 1 Level + 2 Proficiency + 0 Item Trained + 5 Society 2 Int + 1 Level + 2 Proficiency + 0 Item Trained + 6 Stealth 3 Dex + 1 Level + 2 Proficiency + 0 Item - 0 Armor Trained + 4 Survival 1 Wis + 1 Level + 2 Proficiency + 0 Item Trained + 6 Thievery 3 Dex + 1 Level + 2 Proficiency + 0 Item - 0 Armor Trained Languages known: Taldane (Common), Pidgin, Varisian
Gear:
15 GP budget
x5.4.0 Rogue Kit (4 Bulk + L, Leather Armor, Dagger, Rapier, Adventurer's Pack, Climbing Kit, Sheath) x3.0.0 Thieves' Tools (L) x5.0.0 Healer's Tools (1) 13 GP 4 SP spent for 5 Bulk 2L 1 GP 6 SP on Hand Adventurer's Pack: (Backpack, Bedroll, 2 Belt Pouches, 10 pieces chalk, Flint & Steel, 50' Rope, 2 Week's Rations, Soap, 5 Torches, Waterskin)
Feats:
Ancestry
A1 Natural Ambition: Take a Class Feat you qualify for. General
Rogue
Skill
Critical Success: The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Rogue (Scoundrel):
Key Ability: DEXTERITY OR CHARISMA
Hit Points: 8 plus your Constitution modifier Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. Perception: Expert in Perception Saving Throws:
Skills:
Attacks:
Defenses:
Class DC: Trained in rogue class DC
Ancestry and Background: In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2. Initial Proficiencies: At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class. Rogue's Racket (Scoundrel): When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours. You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score. Sneak Attack: When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed 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. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels. Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you. Rogue Feats: At 1st level and every even-numbered level, you gain a rogue class feat. Skill Feats: You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. Skill Increases: Level 2: You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained. At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master. Deny Advantage: Level 3: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank. General Feats: Level 3: At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5. Ability Boosts: Level 5: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18. Ancestry Feats: Level 5: In addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2. Weapon Tricks: Level 5: You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons as well as the rapier, sap, shortbow, shortsword, and unarmed attacks. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or unarmed attack, or when using any of the listed weapons, you apply the critical specialization effect for that weapon or unarmed attack. Evasion: Level 7: You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead. Vigilant Senses: Level 7: Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master. Weapon Specialization: Level 7: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary. Debilitating Strikes: Level 9: When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.
Great Fortitude: Level 9: Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert. Rogue Expertise: Level 11: Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert. Improved Evasion: Level 13: You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage. Incredible Senses: Level 13: You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary. Light Armor Expertise: Level 13: You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert. Master Tricks: Level 13: You’ve mastered a rogue’s fighting moves. Your proficiency ranks increase to master for all simple weapons and unarmed attacks plus the rapier, sap, shortbow, and shortsword. Double Debilitation: Level 15: Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both. Greater Weapon Specialization: Level 15: Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary. Slippery Mind: Level 17: You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead. Light Armor Mastery: Level 19: Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master. Master Strike: Level 19: You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.
Critical Success: The target is unaffected.
Human Ancestry:
Hit Points: 8
Size: Medium Speed: 25 feet Ability Boosts: 2 Free Languages: Common; Additional languages equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region). Traits Human; Humanoid Versatile Heritage: Gain a General Feat Missing Child: Missing Sibling: Family Honour Background:
Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost.
You are trained in the Diplomacy or Deception skill and the Academia Lore skill. You gain the Additional Lore skill feat.
Attributes:
Human MissChld Rogue Boosts 5th 10th 15th 20th Magic Total 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 S 10 +0 10 +2 12 +0 12 +2 14 +2 16 +0 16 +0 16 +0 16 +0 16 +0 16 D 16 +3 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 C 10 +0 10 +0 10 +2 12 +0 12 +2 14 +0 14 +0 14 +0 14 +0 14 +0 14 I 14 +2 10 +0 10 +0 10 +0 10 +2 12 +0 12 +0 12 +0 12 +0 12 +0 12 W 12 +1 10 +2 12 +2 14 +0 14 +2 16 +0 16 +0 16 +0 16 +0 16 +0 16 H 16 +3 |