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Kygar Johnson's page

7 posts. Alias of Calvin Zorro.


Full Name

Kygar

Race

Human

Classes/Levels

Rogue 1

Gender

Female

Age

11

Alignment

CN

Strength 10
Dexterity 18
Constitution 10
Intelligence 13
Wisdom 8
Charisma 12

About Kygar Johnson

Kygar
Female Human rogue 1
CN Medium humanoid (human)
Init +10, Senses Perception +6
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DEFENSE
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AC 14, touch 14, flat-footed 10 (+4 Dex, )
hp 8 ((1d8))
Fort +0, Ref +6, Will -1

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OFFENSE
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Speed 30 ft.
Special Attacks Sneak Attack 1d6,

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TACTICS
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STATISTICS
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Str 10, Dex 18, Con 10, Int 13, Wis 8, Cha 12,
Base Atk +0; CMB +0; CMD 14
Feats Improved Initiative, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +8, Bluff +6, Climb +4, Diplomacy +5, Escape Artist +8, Intimidate +5, Perception +6, Perception (Trapfinding) +7, Profession (Farmer) +3, Sleight of Hand +8, Stealth +8, Swim +4,
Traits Fast-Talker, Reactionary,
Languages Common, Elven
SQ bonus feat, finesse training, skilled, trapfinding,
Combat Gear
Other Gear 0.0 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

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.

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.

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 1d6 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 +1 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.