Shiyara the High Mediator

Jaxminthe Ecosre's page

14 posts. Alias of Adrian Grimm.


Full Name

Jaxminthe Ecosre

Race

Tiefling

Classes/Levels

Level 2 Gun Chemist/Scout Rogue | 20/20 HP | AC 17, T 15, FF 12 | CMD 16 | F: +5, R: +10, W: +3 | Init: +7 | Darkvision | Perc: +7

Gender

Female

Size

Medium

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

About Jaxminthe Ecosre

Tiefling

Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human’s capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero.

Physical Description:
No two tieflings look alike; the fiendish blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of fiend that spawned the tiefling’s bloodline, but even then the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.

History:

Jaxminthe Ecosre had a rather difficult childhood due to her filthy muddled blood. She had always hated how others had treated her, just because of the way she looked. She wasn't too different from other children her age, aside from her eyes, her tail and her horns. At the very least she was loved by her parents, or at least she thought she was loved by her parents, she wasn't even sure if they were actually her parents when she got older. Sure they lavished her with praise and always tried to get her educated so she could follow in the steps of her mercantile parents. They also would never tell her what happened to her horns as one of them was unfortunately broken during her time of infancy when she was too young to even remember.

The children of other merchants and nobles and the like that she had schooled with weren't nearly as kind as her parents. They teased her, picked on her, called her a freak, called her demon spawn of a whore of a mother. All the humiliation and bullying served to make her want to grow up and show that not only was she not just a stupid half-breed, but that she could show up all of them, be smarter than them and more clever and more successful than they could ever possibly be.

Her dream was almost tragically cut short as one of the older kids had viciously attacked her and broke her remaining horn as well. The pain and the agony was so brutal and she almost didn't survive if it wasn't for the local alchemist in town being able to save her from her excruciating fate. He had salves and poultices and various other exotic creations that had managed to heal her, but unfortunately could do nothing to recover her lost horns.

She felt indebted to him and had begged and pleaded for him to take her on as an apprentice. He initially did not want to take a pupil and found her insistence rather bothersome. She would not be swayed as she was thoroughly determined to have him teach her his ways. He agreed only because he was beginning to unlock the secrets that had been spreading once firearms had become a more common occurrence. He told her that his tutelage would be strict and the information taught would be more advanced than anything she had learned before. She was apprehensive, but determined that she would repay his kindness a thousandfold and by any means necessary.

Only mere months into his teaching she had found a text on a rare reagent that only appeared in the area around the Worldwound. She wanted to get it and impress her Master with being able to recover the rare metal for the creation of the experimental weapon and ammunition he was currently researching. She found herself "accidentally" far behind enemy lines in the Worldwound, looking for the metals that she had been wishing to find for her Master's invention. So far from home, comfort and protection that she found herself, that she would have never found her way back home if not for the help mysterious woman that helped her trick her way through a group of cultists with her precious cargo intact, small as it was. Her skill with a bow was impressive, and she wore a symbol of the moon that would unconsciously draw the woman's hand to it, as if it were her only salvation, clutching it as she would clutch a rope as she dangled over a yawning abyss. Just as quickly as she showed, she vanished only moments before a patrol of crusaders managed to pick Tea up and finished the job of escort back to the safety of town.

Of course the Master was a mixture of emotions, elated upon her return with the rare find, cross with the fact that she had wandered off and gotten into as much trouble as she did. She found herself stammering a story to him, how she managed to find his prize without even venturing very far into the blasted hellscape that was the Worldwound and how she also did so without even being caught, and she just happened upon the patrol when she was almost already back home. So easily the lies came to her lips she felt a little ashamed, but at the same time excited, as her Master actually bought the spun tale without much scrutiny. And so she found herself continuing her training, while simultaneously abusing the "luck" for trickery that she had newly found.

Appearance:

She appears to almost be human with her red hair, her skin a fairly subdued pink as well. She has golden eyes, a long whip-like tail and filed down horn nubs hidden in her hair that clue in to her actual heritage.

Crunch:

Medium Humanoid (Tiefling)
+2 Dex, +2 Int, -2 Cha
Darkvision.
Acid Resist 5
Cold Resist 5
Electricity Resist 5
Fire Resist 5
Bonus Skill Focus Feat at 1st, 8th, and 16th lvl.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Fleet Footed: Run as bonus feet and +2 Initiative bonus.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Level 2 Gun Chemist/Scout Rogue
CG Tiefling (16 RP), 123 yrs.
Init +7
Darkvision.
Perception +7
height 5'9", weight 165 lbs.
FCB: +1/2 bomb dmg.

STATS 
Str 13, Dex 20, Con 14, Int 20, Wis 14, Cha 16, (Looks: 13)

DEFENSE 
AC 179, touch 15, flat-footed 14

hp 20  
Current hp 20 
Fort +5, Ref +10, Will +3
Speed 30 ft. 
CMB: +3
CMD: 16

OFFENSE 
Base: +1 
Melee +2 
Ranged +6

Dragoon Musket +6 (1d12 bandp, crit 20/x3, range 60ft., cap 3)
Current Clip 3/3 (full rnd reload)

Cold Iron Rapier +7 (1d6 p, crit 18-20/x2)

FEATS 
Precise Shot
Skill Focus (Craft: Alchemy)
Amateur Gunslinger
Run

CLASS BONUS FEATS 
none

TRAITS 
Chance Encounter:
Associated Mythic Path: Trickster.
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Mythic bonus: Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Fiend Blood (Any): Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Indomitable Faith - +1 to will saves.

Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%

DRAWBACK
Anxious: You take a –2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.

SKILLS 
Acrobatics: +10 (2 rank + 5 dex + 3 class skill)
Appraise: +10 (2 rank + 5 int + 3 class skill)
Bluff: +9 (2 rank + 3 cha + 3 class skill + 1 trait bonus)
Climb: +1 str
Craft (alchemy): +16 (2 rank + 5 int + 3 class skill + 3 skill focus + 2 class bonus + 1 trait bonus)
Diplomacy: +1 cha
Disable Device: +10 (2 rank + 5 dex + 3 class skill) 
Disguise: +3 cha
Escape Artist: +5 dex
Fly: +5 dex 
Handle Animal: +3 cha
Heal: +7 (2 rank + 2 wis + 3 class skill)
Intimidate: +3 cha
Knowledge: 
>>Arcana: +10 (2 rank + 5 int + 3 class skill)
>>Local: +10 (2 rank + 5 int + 3 class skill)
>>Nature: +10 (2 rank + 5 int + 3 class skill)
Perception: +7 (2 rank + 2 wis + 3 class skill)
Perform: +3 cha
Profession: +2 wis 
Ride: +5 dex
Sense Motive: +7 (2 rank + 2 wis + 3 class skill)
Sleight of Hand: +10 (2 rank + 5 dex + 3 class skill)
Spellcraft: +10 (2 rank + 5 int + 3 class skill)
Stealth: +10 (2 rank + 5 dex + 3 class skill)
Survival: +2 wis
Swim: +1 str
Use Magic Device: +8 (2 rank + 3 cha + 3 class skill)

Adventurer: 
Acrobatics x
Bluff x
Climb 
Diplomacy 
Disable Device x
Disguise 
Escape Artist 
Fly  
Heal  x
Intimidate 
Knowledge (arcana)  x
Knowledge (dungeoneering) 
Knowledge (local) x
Knowledge (nature) x 
Knowledge (planes) 
Knowledge (religion) 
Perception x 
Ride 
Sense Motive x
Spellcraft x 
Stealth x
Survival  
Swim 
Use Magic Device x

Background: 
Appraise x 
Artistry 
Craft x 
Handle Animal 
Knowledge (engineering) 
Knowledge (geography) 
Knowledge (history)
Knowledge (nobility) 
Linguistics 
Lore 
Perform 
Profession
Sleight of Hand x

LANGUAGES 
Common, Abyssal, Draconic, Dwarven, Elvish, Gnome, and Goblin

SPECIAL ABILITIES 
Weapon and Armor Proficiencies: Gun chemists are proficient with all simple weapons, firearms, and light armor.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Alchemical Ordnance (Su)
A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.

Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).

The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4.

If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.

Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.

Gunsmith: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Discoveries
Chemical Stability: When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.

Cartridge Savant (Ex)
At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.

This replaces poison resistance.

Poison Use (Ex)
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Sneak Attack
Precision Damage & Critical Hits
Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.

Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead’s “body” (such as a zombie’s head) or even finding a crack or flaw in a construct’s “body.”

There is some degree of confusion as to what should separate a “critical hit” from a “precision-based attack” but in any event, in some cases they are treated differently.

Critical Hits

The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):

Aeon (subtype): “Immunity to cold, poison, and critical hits.“
Elemental (subtype): Elementals are “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.“
Incorporeal (subtype): “An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)“
Ooze (Type): <Oozes are…> “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)“
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits.“
Precision-Based Damage (like Sneak Attack)

The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):

Elemental (subtype): “<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)“
Incorporeal (subtype): “An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.“
Ooze (Type): “<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)“
Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking

Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):

Ooze (Type): “<An ooze is…> not subject to … flanking.“
Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking.“
Elemental (subtype): “<Elementals are…> not subject to flanking.“
*Special: Proteans have a special ability called “Amorphous Anatomy” which might protect them: “<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,”

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.

See Precision Damage & Critical Hits FAQ for more information.

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.

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.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

A complete listing of rogue talents can be found here: Rogue Talents

Rogue Talents:
Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

ITEM
Rogue's kit
Price 50 gp; Weight 37 lbs.

This kit includes a Mstwk backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.

alchemy crafting kit 25 gp, 5lbs
ink 8gp
an inkpen 1sp

leather armor 10gp, 15lbs

Dragoon Musket 12lbs, Broken condition for anyone else

Mstwk Cold Iron Rapier 2lbs

Dragoon Cartridge 3gp per 6 shots (174 shots) 15lbs

Dagger 2gp, 1lb

Bandolier 5sp

14 iron vials 1gp 4sp

Spring Loaded Wrist Sheathe 5gp

Gunsmith's Kit w/ Bullet Press 15gp, 7lbs

Alchemist Formula Book
Extracts Known:
1st- Cure Light Wounds, Comprehend Languages, Crafter's Fortune, Disguise Self, Heightened Awareness, Invisibility Alarm, Reduce Person, Shield

Extracts Per day:
1st- 2

Customization:

Race Customization: 
Tiefling
Type 
Outsider (Native) 3 RP 
Size 
Medium 0 RP 
Base Speed 
Normal 0 RP
Ability Score Modifers 
Standard 0 RP (+2 to one physical score, +2 to one mental score, -2 to one other ability score) 
Languages 
Standard 0 RP 
Racial Traits 
Defense Racial Traits 
Fiendish Resistance 3 RP
Energy Resistance (Acid) 2 RP
Feat and Skill Racial Traits 
Focused Study 4 RP
Movement Racial Traits
Fleet Footed 3 RP
Senses Racial Traits 
Darkvision 60ft. - RP
Other Racial Traits
Prehensile Tail 1 RP

Total 16 RP

Feat Planning 
1 Precise Shot
1B Amateur Gunslinger  
1R Skill Focus Craft (alchemy)
1RB Run
3 Brew Potion
5 Weapon Focus (Two-Handed Firearm)
5B Master Alchemist
7 Rapid Shot
9
10B  
11
13

6th level Poison Conversion Discovery, Sticky Poison Discovery
8th level Celestial Poison Discovery
10th level Malignant Poison Discovery