HP58/58 | AC 22/23| F +8 R +13 W +11 | Perception +11( +12 vs Traps, Trap Finder) | Hero 0/3 |
Classes/Levels
Active Conditions: Wounded 1 |
Gender
m Human | Rogue 5 |
About Lazlo Gorog
Lazlo Gorog
Background:
Lazlo Gorog has always had the gift of gab. For the majority of his life he's made his living by falsehood. He started small with minor grifting and card cheating schemes but eventually he graduated to larger and larger schemes. Lately he has been promoting himself as a spiritualist, offering seances to rich widows wanting to contact deceased loved ones. His latest scam involved Xira De Silva in what he hoped would be his largest score yet. After pretending to contact her dead husband he ends up moving in to her home to assist her as a spiritual advisor. His plans to defraud the woman change as he realizes that she is in poor health and likely isn't long for this world. He ends up taking care of her in her final days intending to pose as her nephew and only living relative and inherit her estate. Unfortunately once she dies it turns out that her wealth is largely nonexistent as she owes large amounts to creditors.
The news of her inheritance offers Lazlo one more chance at a big score. Hopefully this new property will pay off her remaining debts with plenty left over for her 'nephew.'
Ever since he started posing as a spiritualist he has occasionally noticed a mysterious cloaked figure out of the corner of his eye. Whenever he turns to face the figure there is nothing there.
Male human rogue 5
N, Medium, Human, Humanoid Heritage versatile heritage
Background charlatan
Perception +11 (+12 to find traps)
Languages Common, Sylvan, Undercommon, Varisian, Requian, Aklo
Skills Acrobatics +11, Arcana +10, Athletics +7, Crafting +10, Deception +12, Diplomacy +10, Haunt Lore +12, Intimidation +12, Medicine +9, Nature +9, Occultism +12, Performance +10, Religion +9, Society +10, Stealth +11, Survival +9,Thievery +13, Underworld Lore +10
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
Other Items leather armor, +1, striking rapier, daggers (6), lesser alchemist's fire, shortbow, arrows (20), backpack, bedroll, chalks (10), flint and steel, minor healing potions (2), rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, Thieves' tools, repair kit, purse (2 gp, 45 sp)
--------------------
AC 22; Fort +8; Ref +13; Will +11; +1 circumstance bonus vs. traps
HP 58
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
--------------------
Speed 30 feet
Melee [1][i]+1 striking rapier[/i] +14 (disarm, deadly d8, finesse, magical), Damage 2d6 P
Melee [1] dagger +13 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] lesser alchemist's fire +4 (thrown 20 ft., alchemical, bomb, consumable, fire, splash), Damage 1d8 F +1 pers F +1 F splash
Ranged [1] dagger +13 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] shortbow +13 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 P
Surprise 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.
Ancestry Feats Natural Ambition, General Training
Class Feats Nimble Dodge, Quick Draw, Trap Finder, Summoner dedication
General Feats Diehard, Fleet, Toughness
Skill Feats Additional Lore-Haunt Lore, Assurance Medicine, Assurance Occultism, Charming Liar, Trick Magic Item, Intimidating Glare
Other Abilities mastermind, rogue's racket, sneak attack +2d6, Weapon Tricks
Eidolon:
Mysterious Cloaked Figure
? human
N, Medium, Eidolon, Monitor, Psychopomp
darkvision
Languages Common, Sylvan, Undercommon, Varisian, Requian
Skills Acrobatics +8, Arcana +6, Athletics +7, Crafting +6, Deception +6, Diplomacy +4, Intimidation +4, Medicine +7, Nature +7, Occultism +8, Performance +4, Religion +7, Society +6, Stealth +8, Thievery +9
Str 18 (+4), Dex 16 (+3), Con 18 (+4), Int 12 (+1), Wis 14 (+2), Cha 6 (-2)
--------------------
AC 22; Fort +11; Ref +12; Will +11
HP 58
--------------------
Speed 25 feet
Melee [1] fist +12 (agile, finesse, magical), Damage 1d6+4 B
Melee [1] scythe arm +12 (fatal (1d10), magical), Damage 1d6+4 S