Camper

Kieran PFS's page

29 posts. Organized Play character for Aeshuura.


Full Name

Kieran

Race

human rog 1 | AC 17 (19) | hp 18/18 | Saves F (T) +5, R (E) +8, W (E) +6 | Rog DC (T) 14 | Hero Pts 0

About Kieran PFS

Character Name:Kieran
Ancestry: Human Heritage: Skilled Background: Nomad
Class:Rogue Deity: Desna
Alignment: Chaotic Good Size: MediumTraits: Human, Humanoid
Perception (E) +6 Senses: none
Languages: Common, Varisian
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AC 17, Fort(T) [+5], Ref(E) [+8], Will(E) [+6]
Resistances & Immunities: -
HP 18
Class DC (T) 14
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Speed 25 feet
Space 5 ft, Reach 5 ft
Melee
Dagger +6 to hit, 1d4+2 slashing damage, agile, finesse, thrown 10 ft.
Unarmed +6 to hit, 1d4+2 bludgeoning damage, agile, finesse, non-lethal
Ranged
Sling +6 to hit, 1d6+1 bludgeoning damage, propulsive
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Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills
• Acrobatics (T/Dex) +6
• Arcana (U/Int) +0
• Athletics (T/Str) +5
• Crafting (T/Int) +3
• Deception (T/Cha) +4
• Diplomacy (T/Cha) +4
• Intimidation (U/Cha) +1
• Lore: Plains (T/Int) +3
• Lore: Pathfinder Society (T/Int) +3
• Medicine (T/Wis) +4
• Nature (U/Wis) +1
• Occultism (T/Int) +3
• Performance (U/Cha) +1
• Religion (U/Wis) +1
• Society (U/Int) +0
• Stealth (T/Dex) +6
• Survival (T/Wis) +4
• Thievery (T/Dex) +6

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Ancestry Feats & Abilities
1st: Skilled Heritage (Occultism), Natural Ambition (Nimble Dodge)
Skill Feats: - Cat Fall

(Background) Assurance (Survival)

General Feats: -

Class Feats & Abilities: Trap Finder, Nimble Dodge (Ancestry), Racket (Scoundrel), Surprise Attack, Sneak Attack

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Items - Starting Wealth: 15 gp
• Studded Leather (leathers with an inordinate amount of bucklery) (3 gp)
• Club (0 cost)
• 2 Knuckle Dusters (6 sp)
• Sling (0 cost)
• Sling Bullets (10) (1 cp)
• Explorer's Clothing (2 changes) (2 sp)
• Adventurer's Pack (1.5 gp)
• Healer's Tools (5 gp)
• Lantern, hooded (7 sp)
• Oil, 4 flasks (4 cp)
Total Cost: 10 gp, 9 sp, 5 cp (carrying a total of 5 Bulk. 5 + STR mod = 8 Bulk. If not exceeded, not considered encumbered.)
Current Coinage: 7 gp, 5 sp, 7 cp
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From Class:

Nimble Dodge (reaction):
Tags: Rogue; Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker.

You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Trap Finder:
Tags: Rogue; You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Scoundrel Racket:
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.

When you successfully Feint (page 246), 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.

Suprise 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.

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.

From Ancestry:
• Natural Ambition (Class feat) - Nimble Dodge (see Class)