Dashki

Jaed Zandorias's page

786 posts. Alias of Tache.


Full Name

Jaed Zandorias

Race

Human

Classes/Levels

Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Gender

Male

Size

5'8''

Age

25

Alignment

Neutral

Location

Kassen

Languages

Common, Dwarven, Elven, Gnome

Strength 13
Dexterity 20
Constitution 16
Intelligence 12
Wisdom 14
Charisma 10

About Jaed Zandorias

Male human unchained rogue 8 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +11; Senses Perception +13
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Defense:

AC 22, touch 18, flat-footed 22 (+4 armor, +2 deflection, +5 Dex, +1 dodge)
hp 88 (8d8+40)
Fort +6, Ref +12, Will +5, +2 Reflex to avoid traps
Defensive Abilities danger sense +2, evasion, improved uncanny dodge, resiliency (16 hp), uncanny dodge;

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Offense:

Speed 30 ft.
Melee sword, short +1 (flaming) +13/+8 (1d6+6/19-20)
Melee sword, short +1 (frost) +13 (1d6+5/19-20)
Ranged masterwork crossbow, light +12/+7 (1d8/19-20)
Melee dagger +11/+6 (1d4+1/19-20)
Ranged dagger (thrown) +11/+6 (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack 4d6

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Statistics:

Str 13, Dex 20, Con 16, Int 12, Wis 14, Cha 10

Base Atk +6; CMB +7; CMD 25

Feats Combat Reflexes, Dodge, Improved Initiative, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Sword (Short))

Skills Acrobatics +17 , Appraise +7 , Bluff +11 , Climb +8 , Craft (Traps) +5 , Diplomacy +7 , Disable Device +20 , Disguise +4 , Escape Artist +16 , Heal +3 , Intimidate +6 , Knowledge (Dungeoneering) +7 , Knowledge (Engineering) +2 , Knowledge (Geography) +2 , Knowledge (Local) +10 , Knowledge (Nature) +2 , Linguistics(Elven, Gnome) +6 , Perception +13 , Perception (Trapfinding) +21 , Sense Motive +9 , Sleight of Hand +16 , Stealth +16 , Survival +3 , Swim +5 , Use Magic Device +6

Languages Common, Dwarven, Elven, Gnome

SQ bonus feat, canny observer, debilitating injury, finesse training, rogue's edge, skill unlock acrobatics 5 ranks, skilled, trapfinding, trap spotter, weapon choice (sword (short))

Gear studded leather +1, sword, short +1 (flaming), sword, short +1 (frost), masterwork crossbow, light, dagger (4), ring of protection +2, belt of tumbling, cloak of resistance +1, bag of holding (type i), bedroll, chalk (1 piece), sack, thieves' tools, small tent, blanket (winter), backpack, common, waterskin (filled), grappling hook, common, belt pouch, bolts, crossbow (10)


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Special Abilities:

Acrobat Having trained from a young age, you're capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal -5 penalty when using the Climb skill to attempt an accelerated climb.

Background Skill (Appraise, Appraise, Appraise, Craft (Traps), Knowledge (Engineering), Knowledge (Geography), Linguistics, Linguistics, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand)

Bonus Feat Humans select one extra feat at 1st level.

Canny Observer (Ex) When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Danger Sense (Ex) You gain a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps. In addition, you gain a +2 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).

Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).

Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 12.

No Racial Subtype You have chosen no racial subtype.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resiliency (Ex) Once per day, you can gain 16 temporary hit points. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.

Rogue's Edge (Ex) You have mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.

Skill unlock acrobatics 5 Ranks You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skills

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 4d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +4 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Choice (Sword (Short)) (Ex) Dexterity to Damage with Sword (Short)


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