Moira Greyshadow's page

488 posts. Alias of martico.

Full Name

Moira Greyshadow


Half Elf


Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)







Special Abilities

Sneak Attack, Trapfinding


Chaotic Good

Strength 12
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 15
Charisma 7

About Moira Greyshadow

Current HP: 59
Hit Points: 59

Features: Half-elf with short brown hair sometime mistaken as a teenage boy. Thin and wirey much like a like a ballet dancer, her body is slightly under developed show very little size in the breasts. She appears as uncooth and dirty, always preferring to live off of the streets since her escape from the assassin's guild. She is somewhat immature and is curious about the world at large and all its inhabitants.

Appearance: Height: 5'4'
Age: 18
Eyes Color: Lt. Brown
Hair Color: brown short hair
Skin Color: Lt tan
Moira is described as a chaotic wild girl, always looking for fun and never playing by the rules.

AC:19 (10 +4 Dex, +4 +2leather armor, +1 Dodge, Touch 15 , Flat Footed 14)
CMD: 20 = 10 + BAB (5) + 1 (Str) + 4 (Dex)
HP: 43 (Rogue 1d8)
lvl 1: 11, lvl 2: 19 (11+8), lvl 3: 27 (19+8), lvl 4: 35 (27+8) lvl 5: 43 (35+8) 6: 51 (43+8) 7: 59 (51+8)(+2 Con, +1 Favored Class)
Fort +4, Ref +9, Will +4 (Attr: +2, +4, +2), (Unchain Rogue 7: +2,+5,+2)

Initiative: +4 (+4 Dex)
Speed: 30ft (base 30ft)
Base Attack: +5

Rogue Attacks:

rapier +10 (+4 Dex, +5 BAB, +1 rapier) Damage:1d6+4 Crit:18-20/x2
MW Silver Dagger +10 (+4 Dex, +5 BAB, +1 MW) Damage:1d4+1 Crit:19-20/x2

Initial 20 Point Buy Stats:
Str:12 0 pts
Dex:16 10 pts Modified Dex: 18 (+2 Half-Elf)
Con:14 5 pts
Int:12 2 pts
Wis:15 5 pts Modified +1 level 4
Chr:7 -4 pts

Half-Elf Racial Traits:

    •Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    •Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
    •Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
    •Base Speed: Half-elves have a base speed of 30 feet.
    •Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
    •Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    •Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
    •Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
    Senses Racial Traits
    •Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
    •Elf Blood: Half-elves count as both elves and humans for any effect related to race.
    •Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Savage Tide FeatCharacter Traits:
  • Sail Monkey -+2 Balance, Climb, Jump. Grab a line to swing as a free action.

Character Level Feats:
  • Half-Elf - Skill Focus - Acrobatics
  • Level 1 - Mobility - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
  • Level 2 - Rogue Talent - Combat Reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • Level 3 - Dodge +1 dodge bonus to AC
  • Level 4 - +1 to Wisdom
  • Level 5 - Quick Draw
  • Level 7 - Just out of Read - When a foe more than 5 feet away from you makes a melee attack against you using reach, you gain a +4 dodge bonus to your AC against the attack.

Rogue Abilities:
  • Sneak Attack, 3d6 - The rogue's attack deals extra damage (called "precision 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
  • Level 1 - Weapon Finese With a light weapon, elven curve blade, 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.
  • Trapfinding - A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
  • Evasion - A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
  • Rogue Talents - Feat - Combat Reflexes- make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • Danger Sense - 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).
  • Level 4 - Uncanny Dodge - She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
  • Level 4 - Rogue Talent - 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 successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.
  • Level 4 - Debilitating Injury - 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.

  • 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.
  • Level 6 - Danger Sense - +2
  • Level 6 - Rogue Talent - Fast Getaway (Ex)
    Benefit: After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.
  • Level 7 - Sneak Attack 4d6


Skill Ranks per Level: 8 + 1 Int modifier.

Skill Name Ability Tot Mod Abil Mod Ranks Class Skill Note
------------ ------- ------- -------- ----- ----------- -----------------------------
Acrobatics DEX +15 +4 +7 Yes +3 Class Skill, +3 Skill Focus
Appraise INT +6 +1 +4 Yes +3 class skill
Bluff CHA -2 -2 0 Yes
Climb STR +9 +1 +7 Yes +3 Class Skill
Craft INT +1 +1 0 Yes
Diplomacy CHA -2 -2 0 Yes
Disable Device DEX +11 +4 +5 Yes +3 Class Skill
Disguise CHA -2 -2 0 Yes
Escape Artist DEX +12 +4 +6 Yes +3 Class Skill
Fly DEX +4 +4 0 No
Heal WIS +2 +2 0 No
Intimidate CHA -2 -2 0 Yes +3 Class Skill
Know (local) INT +5 +1 +2 Yes +3 Class Skill
Perception WIS +10 +2 +7 Yes +3 Class Skill ----> Trapfinding = Perception + 4 (1/2 level) + 2 (MW Kit) = 16
Perform CHA -2 -2 0 Yes +3 Class Skill
Prof (Dancer) WIS +2 +2 0 Yes +3 Class Skill
Ride DEX +4 +4 0 No
Sense Motive WIS +9 +2 +6 Yes +3 Class Skill
Sleight of Hand DEX +9 +4 +4 Yes +3 Class Skill
Stealth DEX +12 +4 +7 Yes +3 Class Skill
Survival WIS +9 +2 +7 Yes +3 Class Skill
Swim STR +7 +1 +5 Yes +3 Class Skill
Use Magical Dev CHR +3 -2 +1 Yes +3 Class Skill

Magical Items:

  • Travelers Any Tool
    +1 Studded Leather armor 1000gp 15 lbs
  • +1 Rapier with bronze griffon on hilt 2000gp 2 lbs

Misc Items:
  • MW Silver Dagger 2gp, 1 lbs
  • Dagger, cold iron
  • MW Shortbow 30gp, 2 lbs
  • Quiver 20 arrows 1 gp, 3 lbs
  • Backpack - Cost 5 gp
    - Rations, trail - 2 days - 1 gp, 2 lbs
    - Bedroll - 1sp 5lbs
    - Compass - 10 gp, 1/2 lbs
    - Rope, Silk - 10 gp, 5 lbs
    - Flask of Oil (x2)
    - Fishing Hook
  • Waterskin
  • Belt Pouch
  • Outfit, Explorer's - (10gp starting)
  • Masterwork Thieve's Took Kit - +2 to detect and disable traps. 100 gp
  • Potions of Cure Light Wounds (x3) Cost 2x50 gp
  • Potion of Invisibility

    Medium Treasure Chest 7 gp
    Arrows, common (15 quivers) 15 gp
    star chart 200 gp
    Rope, silk (50 ft) 10 gp
    Latern, Hooded Waterproof 12 gp
    Ioun Torch 75 gp
    Rations, Trail (60 days) 30 gp
    Net, fishing 4 gp
    Fishing Tackle 20 gp
    Longbow, Composite (+1) 200 gp
    Hot weather Outfit 8 gp
    Cold weather Outfit 8 gp
    Antitoxin (2) 100 gp
    Canteen 2 gp
    Endure Elements (3) 150 gp

  • Coin - 2033 gp