Barmaid

Lynly Silvannister's page

No posts. Organized Play character for GambitXD.


Race

Female CG Half-Elf Unchained Rogue (Scout) 5 | HP 38/35 | AC:20 (T:14, FF:16) | CMB +5 | CMB:19 | Fort +4, Ref +9, Will +3 | Init +6 | Perc +11

Size

Medium

Age

20

Special Abilities

Sneak Attack +3d6, Trapfinding +2, Danger Sense +2

Alignment

Chaotic Good

Deity

Desna

Location

Grand Lodge, Absalom

Languages

Common, Elvish, Infernal, Varisian

Occupation

Alchemist/Pathfinder Agent

Strength 12
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 12

About Lynly Silvannister

Lynly Silvannister
Female Half-Elf Unchained Rogue (Scout) 5
Chaotic Good Medium Humanoid (Human, Elf)
Init +6; Senses: Low-Light Vision; Perception +11;
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Defense
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AC 20, touch 15, flat-footed 16 [+5 Armor, +4 Dex, +1 Natural]
hp 38/38 (5 HD; 5d8+5)
Fort +4, Ref +9, Will +3
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Offense
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Speed 30 ft.
Melee +1 Estoc +9 (2d4+5/18-20x2)
Melee Masterwork Shortsword +9 (1d6+1/19-20x2)
Melee Dagger +8 (1d4+1/19-20x2) | 10ft Range
Ranged +1 Hand Crossbow +10 (1d4+2/19-20x2) | 30ft Range | 10 +1 Bolts
Ranged Mwk Composite Shortbow +9 (1d6+1/x3) | 70ft Range | 50 Arrows
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Statistics
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Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 12
Base Atk +4; CMB +5; CMD 19
Skills Acrobatics +12, Bluff +9, Climb +6, Diplomacy +7, Disable Device +12, Disguise +7, Escape Artist +9, Intimidate +6, Knowledge (Arcana) +3, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +3, Knowledge (Planes) +3, Perception +11, Profession (Alchemist) +5, Sense Motive +9, Sleight of Hand +12, Sleath +12, Survival +6, UMB +6
Feats Weapon Finesse, Two-Weapon Fighting, Exotic Weapon Prof (Estoc), Point-Blank Shot, Rapid Reload,
Traits Reactonary, Resilient
Languages Common, Elvish, Infernal, Tien, Varisian
Rogue Talents Bleeding Attack, Ninja Trick (Pressure Points)
Abilities Sneak Attack +3d6, Finesse Training (Estoc), Evasion, Danger Sense +2, Trapfinding, Debilitating Injury (-2), Rogue's Edge (Stealth), Scout's Charge,
SQ Sophisticate, Elven Immunities, Multitalented
Equipment Mwk Backback, Bedroll, Blanket, Belt Pouch, Flint and Steel, Iron Pot, Mess Kit, Caltrops, 10 Pieces of Chalk, Grappling Hook, Mirror, 10 Pitons, 50ft of Hempen Rope, Soap, Ink, Ink Pen, Journal, Mwk Thieves Tools, 5 Torches, 5 Days Trail Rations, Waterskin, Hip Flask, 5 Weapon Cords, Wayfinder, Traveler's Any-Tool, Spring-Loaded Wrist Sheath, Cloak of Resistance +1, Amulet of Natural Armor +1, +1 Mithral Chain Shirt, 2 Potions of Invisibility, Potion of Lesser Restoration, 10 +1 Bolts, 50 Mwk Bolts, 50 Mwk Arrows, 235gp

Ability Descriptions:

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.

Bleeding Attack (Ex)
A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Pressure Points (Su)
A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.

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.

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.


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