Lassiviren

Jicev Frevek's page

No posts. Organized Play character for GrumpelStiltzkin.


Race

Fort +2, Ref +6, Will +0 | Init +6 | Percep +4| CMD 13 |

Classes/Levels

Abilities: Camo 1/1 | Conditions: none

Gender

CN Male Human Rogue(chameleon) | AC 16, T 14, FF 10 | hp 10/10 |

About Jicev Frevek

Male Human Rogue(chameleon) 1
CN Medium
Faction Grand Lodge
Init +6; Senses Perception +4
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DEFENSE
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AC 16, touch 14, flat-footed 10
hp 10 (1d8+2)
Fort +2, Ref +6, Will +0
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OFFENSE
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Speed 30 ft.
Melee +4 dagger 1d4+0 (19-20/x2)
Melee +4 Light mace 1d6+0(x2)
Ranged +4 crossbow 1d8(19-20/x2)
Special Abilities camouflage, weapon finesse, terrain mastery(urban), reactionary
Special Attacks sneak attack 1d6

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STATISTICS
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Str 10, Dex 18, Con 14, Int 12, Wis 10, Cha 12
Base Atk +0; CMB 0; CMD 14
Feats Weapon finesse, Reactionary
Skills Acrobatics +8, Bluff +4, Disable Device +8, Disguise +6, Escape Artist, +8, Kn.Local+5, Perception +4, Sense Motive+4, Sleight of Hand +8, Stealth +8;
Armor Check Penalty -0
Traits Camouflage, Terrain Mastery(urban)
Languages Common
SQ special qualities
Weapon and Armor Proficiency : Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Gear
Rogue kit-bedroll, belt pouch, caltrops, chalk(10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons(10), rope, soap, thieves tools, torches(1), trail ration(5), water skin, dagger(4), light crossbow, crossbow bolts(20), whetstone, pickpocket outfit, wrist sheath(2), light mace, alchemist fire(1), leather armor, 12gp, 9sp, 8cp
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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.

Misdirection (Ex) : At 1st level, a chameleon begins his career knowing that the secret to disappearing lies in deceiving the senses of his observers. Every day he gains a pool of stealth points equal to his ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, he can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points he puts into the roll. If he gains a bonus on Bluff checks because of a feat (such as Skill Focus [Bluff]), he adds a number of points to his stealth pool equal to the bonus the feat grants. This ability replaces trapfinding.

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.

Camouflage (Ex) : Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Weapon Finesse (combat): With a light weapon, rapier, whip, or spiked chain, Mirer uses his Dexterity modifier instead of his Strength modifier on attack rolls.

Terrain Mastery (Ex) : A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does. A rogue can take this ability multiple times, each time applying it to a new terrain.
The rogue gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A rogue traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Reactionary : Mirer is quick on his feet, and gains a +2 trait bonus on initiative checks.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.
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BOONS
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PFS INFO:
PFS# :338329-2
Scenarios
[list]

BOT ME:
Include default actions and dice rolls.

*The effects of this ability have already been calculated into <Name>'s statistics.