About Lucus MoonfireVitals:
HP:41/41 AC:19=10+(4 dex,4 armor,1 dodge),touch:15,Flatfooted:14 Fort:4 Refl:9 Will:2 BAB:4 CMD:20 CMB:6 Racial Traits:
+2 Dex, –2 Wis (+2 Cha while shapechanged)(1 RP) Medium: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Skinwalkers have a base speed of 30 feet. Low-Light Vision (Ex): In dim light, skinwalkers can see twice as far as humans. Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Acrobatics and Perception checks. Change Shape (Su, 5 RP): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: Bite attack that deals 1d6 points of damage 2 claw attacks that each deal 1d4 points of damage See in darkness +10-foot racial bonus to base speed +1 racial bonus to natural armor The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages on page 5) allow skinwalker characters to select from different sets of bestial features. Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use jump once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level. Class traits:
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. 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. 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. 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. Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. 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. Scout’s Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge. Rogue's Edge (Ex): 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. Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge. Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent. Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Rouge Talents:
Sneak attack-3d6 Camouflage (Ex) (Pathfinder Unchained pg. 21): A rogue with this talent can craft simple but effective camouf lage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is effective for the rest of the day or until the rogue fails a saving throw against an area-effect spell that deals acid, cold, or fire damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouf lage. This ability cannot be used in areas without natural foliage. Combat Swipe (Pathfinder Unchained pg. 21): A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal). Fast Stealth (Ex) (Pathfinder Unchained pg. 21): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Skills/Feats/Traits:
Skills(Ranks+class/Ability/Other) Acrobatics (Dex),10 Appraise (Int), Bluff (Cha),10 Climb (Str),6 Craft (Int), Diplomacy (Cha), Disable Device (Dex),10 Disguise (Cha),6 Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int),6 Knowledge (local) (Int),10 Linguistics (Int), Perception (Wis),10 Perform (Cha), Profession (gambling)(Wis),6 Sense Motive (Wis),10 Sleight of Hand (Dex),10 Stealth (Dex),10 Swim (Str), Use Magic Device (Cha), Feats
Traits
Deep Cover:
Empty Mask [Link]
Quick Learner [Link]
Inventory:
gold:650
Burglar's bracers,+1 shorsword(2),+1 studded leather, Belt of giant strength(+2), hat of disguise, cloak of elvenkind, a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), a waterskin, Disguise kit, compass, poison pill ring Fluff/Appearance:
Lucus stands 5'7" tall. His hair is black, his eyes are blue. His face is tattooed into the pattern of a tiger. His skin is lightly tanned and he has a lean build.His movements are graceful like a cat's. His face is rough and scared from years living in the woods. He keeps cleanly shaven, and ties his long hair in a braid. He is often dirty or muddy, usually because he is covered in camouflage. Lucas was born in Tian Xia, but his parents moved Sandpoint shortly after. They lived outside of town so that no-one would find out they where skinwalkers. No-one thought twice of this, Sandpoint had always been home to many mysterious strangers. When Lucas turned 16 he left his family to look for work. He was on his way south from Sandpoint when he was ambushed and grabbed by a group of trailside bandits.
IC Fluff:
Lucus looks at back at the party following him. He grumbles to himself. Another group of fresh adventures. All naive and unskilled. All with some inspiration for their work. The palidan fights for his god, the Wizard is just interested in his studies, the cleric is here because the palidan dragged her along. The only one Lucas liked was the ranger and his dog. They knew the importance of stealth. These others trudged along like a parade. Lucas sighs, he always ended up saving their lives from some huge monster or animal. The last group was almost killed by a dire wolf. Lucas wished he could just leave... but the mayor would have his head. The ranger moved up to Lucas. The half-elf examines his face. Where'd you get those stripes? he asks. Lucas looks at the ranger and says the same thing he always says. I got them in honor of my first kill. I lived in Tian Xia, my parents where great warriors, and they wanted me to hunt myself. My first kill was a tiger. I put an arrow in it's eye, killing the thing instantly. My parents where so proud they had my face, back and arms tatooed with the stripes of a Tiger. he looks at the ranger, who thinks for a moment. What would they have done if it was something like a deer? he asks. Lucas chuckles. they would have put antlers on my chest. Why, was your first kill a deer?
Dossier for Lucas Moonfire:
Age: 25 Height: 5'7" Weight: 185lbs Eye Color: blue Hair Color: black Identifying Marks: tiger pattern tattoo across face, back, and arms Race: human (skinwalker in actuality) Profession: Scout/guide Languages Known: common, elven, Aklo Recommended By: the mayor of Sandpoint Personality: quiet and rough Qualifications: Skilled scout and expert with short blades Biggest Strength: Stealth Biggest Weakness: his Secrets Known Warrants for Arrest: for banditry, has been pardoned Special Considerations: Is a skinwalker, keeps this hidden. Is easily persuaded if secret is known. |