Thief

Iztal Cla's page

2 posts. Alias of magikmaan.


Full Name

Iztal Cla

Race

Human

Classes/Levels

Rogue (Burglar) 5

Gender

Male

Size

Medium

Age

23

Special Abilities

Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense, Honeyed Words, Underhanded, Careful Disarm (Ex)

Alignment

LE

Languages

Common, Halfling, Elven, Dwarven, Orc, Gnome, Draconic, Abyssal

Occupation

Locksmith

Strength 8
Dexterity 20
Constitution 10
Intelligence 13
Wisdom 10
Charisma 17

About Iztal Cla

Stats:
LE Medium Humanoid (Human)
Initiative +5 Perception +8
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Defense
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AC 17 Touch 15 Flat-Footed 12
HP 28
Fort +1 Ref +9 Will +1
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Offense
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Speed 30ft
Melee +9 Rapier 1d6-1 18-20x2 & +8 Dagger 1d4-1 19-20x2
Ranged +8 Shortbow 1d6 x3 60ft 20 Common Arrows 20 Durable Arrows
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Statistics
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STR 8 DEX 20 CON 10 INT 14 WIS 10 CHA 17
Base Attack +3 CMB +2 CMD +17
Feats- Weapon Finesse, Weapon Focus (Rapier), Skill Focus (Stealth)
Traits- Adopted (Halfling), Successful Shirker
Skills- Acrobatics +15 Bluff +11 (+3 when dealing with the law), Climb +10 Disable Device +13 Escape Artist +13 Knowledge Local +10 Linguistics +10 Perception +8 Sleight of Hand +16 Stealth +16 (+1 when dealing with the law)

Special Abilities:

Special Abilities
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Dual Talent- Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Sure-Footed- Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

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.

Trap Finding- 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- 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- 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. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Rogue Talents-
Honeyed Words- Roll two dice when making a Bluff check and take the better result
Underhanded- Deal max damage with a sneak attack using a concealed weapon during the surprise round

Careful Disarm- At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.

Appearance:

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A tall fair skinned man with light blonde almost white hair. His frame is thin and lithe. What he lacks in strength he makes up for in flexibility. His eyes are a cold grey with flecks of gold. Some say they are a window to his wants and desires. he carefully sizes up every building he passes by and every person he meets seeing them as potential targets. A hood covers most of his face in shadow except for a scar that reaches from his ear to his bottom lip.
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Background:

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Hailing from a large city Iztal Cla grew up in his parents shop making locks and keys. As he grew up his father's lessons of love and law began to fade away as he saw the greed and hate of people in the world. His own greed began to appear when he went with his father to fit locks on houses. He began stealing small objects from houses, from books to keys.

As he grew older he started doing these jobs on his own taking things now that he had more of an opportunity. He was never caught but he thought his father started to suspect something. Fearing his father would turn him in he decided to erase himself from both the city and his family. He faked his own death by starting a fire in a building he was working on. The body of a vagrant was found and thought to be him while he escaped in the black of the night.

Still retaining the knowledge of his father's trade he uses that as a cover to enter people's homes and steal their valuables.
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Personality:

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Cold and calculating Iztal Cla comes off as a detached person with little care for other people. However, talk with him long enough or get him full of enough alcohol and you will find that he is a great companion, competitive, friendly, and talkative. However, if someone doubts his abilities or claims he isn't all he says he is he makes it is mission to prove that person wrong and humiliate them at the same time if possible.
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