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About Micheil GlenthaSkills:
Trained Skills (Background in italics):
---- Untrained Skills of Note: None Feats:
Weapon and Armor Proficiency: 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. Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons. Deft Hands: You have exceptional manual dexterity. You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Traits:
Criminally Connected: You have spent a lot of time dealing with the criminal underworld—so much that it might be hard for observers to see you as distinct from it. However, this familiarity gives you a leg up on heroes who refuse to muddy their reputation. While in settlements, you gain a +1 trait bonus on Knowledge (local) checks and on Diplomacy checks to gather information. Convincing Liar: You’ve spent your life perfecting the art of half-truths in order to accomplish what you need to. You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you. (Bluff chosen.) World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (Sense Motive chosen.) Empty Mask: (Drawback) You have spent so long hiding your true identity to escape political enemies that you have lost much of your sense of self. You take a -1 penalty on Will saving throws against compulsions. This penalty increases to -2 against foes who know your true identity.
Class Features:
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.
Racial Traits:
+2 to One Ability Score (DEX): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Random Crunch:
Hit Points: 8/8 Hit Dice: 1d8 Armor Class: 19 Touch Armor Class: 14 Flat-Footed Armor Class: 15 Saving Throws: Fortitude: 0 Reflex: 5 Will: 1 Initiative Bonus: 3 Base Attack Bonus: 0 Melee Attack Bonus: 1 Ranged Attack Bonus: 3 CMB: 1 CMD: 14 Spell Resistance: N/A Speed: Base Speed: 30 Encumbered Speed: 20 Lift/Push: Light Load: 43 lbs or less Medium Load: 44 lb - 86 lb Heavy Load: 87 lb - 130 lb Lift Over Head: 130 lb or less Lift Off Ground: 260 lb or less Drag or Push: 650 lb or less Experience Points: 0 Hero Points: 0 Items Equiped:
Armor Studded Leather (MWK): AC Bonus: +3; Max DEX: +5; AC Check: 0; Arcane Spell Failure: 15%; Speed: 30 FT; Weight: 20 LB; Special: MWK (1 less AC check). Weapon
Other
Items Owned:
Name*****Weight*****Value MWK Studded Leather Armor*****20 LB*****175 GP Shortbow*****2 LB*****30 GP Shortsword*****2 LB*****10 GP Sap*****2 LB*****1 GP Dagger*****1 LB*****2 GP Brass Knuckles*****1 LB*****1 GP Arrows (20)*****3 LB*****1 GP Wrist Sheath*****1 LB*****1 GP Bandolier*****N/A*****5 SP Rogues Kit*****37 LB*****50 GP (Rogues Kit includes: 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), and a waterskin.) Total Weight & Value: 69 LB / 271 GP 5 SP Wealth:
0 PP 18 GP 5 SP 0 CP Backstory:
Not much is known about Micheil Glentha, at least officially. Most officials, if asked, would answer, "Who?" Do yourself a favor, however, and skip this step. Unless, of course, you enjoy being shadowed for the next several months by other men and women that officially do not exist. What can be proven by records is that he was born and raised in Oppara. His father was noted to be a drunkard with a major anger problem. To escape his household Micheil joined the army, serving with some distinction along the border with Quadira. Sometime during this time, however, his records become sealed. Speaking with sources in Cheliax, on the conditions of annonimity, it is known that Micheil spent a few years there helping to secure Taldan interests. According to these same sources, his cover identity was exposed while in Cheliax. He barely managed to escape, and has been residing in Oppara since. Officially he has been living with his mother unemployed, though rumors persist that he has been doing odd jobs solving problems for people that can convince him their cause is worthy. Recently, it has been confirmed that he has left Oppara in the company of Lady Arentea Malassene. It is unclear as to why she would bring a washed out army member with her on her way to Zimar, but his presence was confirmed by agents in Heldren and Zimar. It is also known that when she left Zimar he was with her along with her guards.
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