Rogue

Maxim von Mekkhan's page

55 posts. Alias of pad300.


Full Name

Maxim von Mekkhan

Race

HP 11/11| AC: 19, T: 14, FF:15 | Spd: 30ft |

Classes/Levels

Init +3, Darkvision 60'; Percept: +5, Sense Motive: +5 | Saves: F: +4, R: +5, W: +3 | CMB +0 / CMD 13

Gender

M Tiefling Rogue(Guerilla)/Magus(Spire Defender) 1

Size

M (6'1", 169 lbs)

Age

21

Special Abilities

see text

Alignment

CG

Location

Krionberg

Languages

Common/German, Infernal, Draconic , Elven/Welsh, Dwarven/Greek, Gnome/Jewish

Occupation

Troubleshooter and Investigator

Strength 10
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 6

About Maxim von Mekkhan

Maxim von Mekkhan

Background:

Maxim is a son of the von Mekkhan lineage in the Marquet of Venterdeiger. No one quite knows what caused him to be born a tiefling; but his mother and father both served in wars against Bolvadut Nordur. The devil may know what evil magiks they were exposed to...
It is something of a surprise that the Tiefling babe was not discreetly disposed of by the von Mekkhan’s, but the child was handed to trusted comrades from the wars (Ogie Krumpenfizz, half-orc rogue and his lady, Arianna Monahan (eldritch knight)), to be raised away from the rest of the family (and public eye). He learned a variety of skills that a nobles upbringing would not have taught him.
Although not a major public part of the house, Maxim has made himself and his unique skills useful as a discreet troubleshooter. He has been seconded to house Vosk of Krionberg to investigate some odd happenings in the capitol....

Appearance:

Think the man in the Iron Mask. You never see his skin; gloves, long sleeves and full collars, and a full face mask...
Thin (169 lbs), tall-ish (6’1), long, spindly limbs. His hair is black and wiry (and seems almost metallic). His teeth are pointed, and he has small claws rather than fingernails. His skin is fine coat of supple blue-tinted scales (individual scales are slightly smaller than a penny). His eyes are a disturbing, cat like and yellow.

Stats:

Maxim von Mekkhan
CG Male Tiefling
U-rogue(Guerilla)/Magus(Spire Defender) Gestalt 1
Init +3 = +3
Speed 30 ft
Darkvision 60 ft

Defense
AC : 19 = 10 + 4 (armor) + 3 Dex +1 Natural Armor + 1 Dodge
HP 11 = 8 + 2 Con +1 fcb
Fort +4 =+2 Magus +2 Con
Ref +5 =+2 U-Rogue +3 Dex
Will +3 =+2 Magus+1 Wis

CMD : 13= 10 +0 bab+3 dex
Fire Resistance 5
Offense (typical buffing)
Rapier, Throwing Knives, whip
BAB : +0
CMB : +0 = +0 bab

Magus Spells Prepared
L0 (3) DC 13, Daze, Prestigidation, Ray of Frost
L1 (1+1) DC 14, Color Spray X2

Stats
Str 10 = 10 (0 pts)
Dex 16 =14 (5 pts) +2 racial
Con 14 =14 (5 pts)
Int 16 = 14 (5 pts)+2 Racial
Wis 12 = 12 (2 pts)
Cha 6 = 8 (-2 pts) -2 racial
Feats: Enforcer (1st), Weapon Finesse (U-Rogue 1), Combat Expertise (Spire Defender 1), Dodge (Spire Defender 1)
Traits: Bruising Wordplay (Social), Adopted >> Unbreakable Hate (Race, 1/2 orc), Rich Parents (Bonus)

FCB: +1 HP

Skills (8+ 3 (int) ) (Ranks, skill roll. NOT INCLUDING ACP)

Perception 1 ranks +3 trained +1 wis
Sense Motive 1 ranks +3 trained +1 wis
Stealth 1 ranks +3 trained + 3 Dex+2 racial
Disable Device 1 ranks +3 trained +3 dex
Spellcraft 1 ranks +3 trained +3 int
Acrobatics 1 ranks +3 trained +3 dex
K Arcana 1 ranks +3 trained +3 int
Intimidate 1 ranks +3 trained +3 int (Bruising Wordplay)
Ride 1 rank +3 trained +3 dex
Bluff 1 ranks +3 trained -2 cha +2 racial+Skilled Liar (+1)
K Local 1 ranks +3 trained +3 int

Background Skills (2/lvl)
Linguistics 1 ranks +3 trained +3 int
Sleight of Hand 1 ranks +3 Dex +3 trained

Languages : Common/German, Infernal, Draconic (Int), Elven/Welsh (int), Dwarven/Greek (int), Gnome/Jewish (linguistics),

Class Abilities:

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.
A spire defender is proficient with all light and one-handed simple and martial weapons, as well as one exotic light or one-handed melee weapon that has the disarm or trip special feature (whip). This replaces the magus’s normal weapon proficiencies. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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.

Skilled Liar (Ex): Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.

This ability replaces trapfinding.

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.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (3 pts) (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Bonus Feats (Ex): At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not proficient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes proficient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes prof icient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes prof icient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure. This replaces the magus’s normal armor prof iciencies.

Racial Abilities:

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Equipment:

Magic

Armor (210)
Masterwork Leather Lamellar Armor (210 gp)

Weapons (86 gp)
Rapier (20 gp), Dueling Dagger (12 gp), Whip (1 gp), Sap (1 gp),
(available but not normally carried) Heavy Crossbow (50 gp), 20 bolts (2 gp)

Equipment (346.51 gp)
Spell book, Explorer’s outfit, Plain full face mask (1gp), long gloves (15 gp) heavy cloak (1 sp), wide brim hat (2 sp), MW backpack (50 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), , belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Wandermeal 10 days (10 cp), MW Thieves Tools (100 gp) Noble’s Outfit (75 gp), Signet Ring and Jewelry (100 gp)

Alchemy ( 140 gp)
Liquid Ice (Focus component) (40 gp), Troll Stypic (100 gp)

Animals (136 gp)
Light Horse (Combat Trained) 110 gp, Bit and Bridle (2gp), Military Saddle (20 gp), Saddle bags (4 gp)

Money: 81 gp 4 sp 9 cp

Spellbook:

Cantrips: All
1st: Frostbite, Shocking Grasp, Color Spray, Grease, Vanish, Unseen Servant