L'historien's page

6 posts. Organized Play character for Laflamme.

Full Name

Goderick Darwin


Unchained Rogue lv 6 / 16 xp (as of April 24th 2016)

About L'historien

L'historien, aussi connu sous le nom de Goderick Darwin ou l'araignée a un passé trouble. On dit qu'il a passé un certain temps en prison en Osirion. On lui reconnait une certaine expertise avec cette région, les pyramides et l'exploration de lieux anciens. Il semble aussi s'être affilié avec les agents de la faction lié à la région. Il n'est pas particulièrement un diplomate et ses manières rustres ne l'aide guère. I faut dire que son problème d'alcool ne l'aide pas non plus.
PFS L'historien
Male human (Taldan) rogue 5
CN Medium humanoid (human)
Init +3; Senses Perception +13
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 42 (5d8+14)
Fort +4, Ref +8, Will +3
Defensive Abilities evasion, trap sense +1, uncanny dodge
Speed 30 ft., climb 20 ft.
Melee cold iron dagger +5 (1d4+2/19-20) or
. . mwk greatsword +7 (2d6+3/19-20) or
. . net +1 () or
. . silver dagger +5 (1d4+1/19-20)
Ranged javelin +6 (1d6+2) or
. . mwk composite shortbow +7 (1d6+2/×3)
Special Attacks sneak attack +3d6
Str 14, Dex 17, Con 14, Int 12, Wis 12, Cha 11
Base Atk +3; CMB +5; CMD 18
Feats Alertness, Blind-fight, Extra Rogue Talent[APG], Extra Rogue Talent[APG], Martial Weapon Proficiency (greatsword), Weapon Focus (greatsword)
Traits secrets of the sphinx, suspicious
Skills Acrobatics +8, Appraise +5, Bluff +6, Climb +14, Diplomacy +4, Disable Device +13, Disguise +4, Escape Artist +9, Knowledge (dungeoneering) +5, Knowledge (history) +9, Knowledge (local) +7, Linguistics +8, Perception +13, Sense Motive +11, Stealth +12, Swim +5, Use Magic Device +9
Languages Azlanti, Common, Osiriani, Osiriani, Ancient, Thassilonian, Vudrani
SQ rogue talents (combat trick, resiliency, wall climber[UC], weapon training), trapfinding +2
Other Gear +1 chain shirt, cold iron dagger, javelin, mwk composite shortbow (+2 Str), mwk greatsword, net, silver dagger, cloak of resistance +1, sleeves of many garments[UE], masterwork thieves' tools, masterwork tool, masterwork tool, masterwork tool, 150 gp
Special Abilities
Blind-Fight Re-roll misses because of concealment, other benefits.
Climb (walls only) (20 feet) You have a Climb speed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 5 temporary Hp for 1 min.
Secrets of the Sphinx (Knowledge [history], 1/day) 1/day, Add +2 to a single Knowledge Check.
Sleeves of many garments Transform current clothes into any non-magical new form.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
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.
Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Rogue's Edge (Ex) - Stealth

At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
5 Ranks: Reduce the Stealth penalty from sniping by 10.

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