Mpenda's page

4 posts. Alias of joerice.


Full Name

Mpenda

Race

Aasimar

Classes/Levels

Rogue (Sanctified Rogue) 2

Gender

M

Size

M

Alignment

NG

Deity

Arshea

Occupation

Common, Bekyar, Celestial, Abyssal

Strength 10
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 10
Charisma 18

About Mpenda

Male Unchained Rogue (Sanctified Rogue) 2
NG Medium Outsider (Native)/Humanoid (human)
Init +3; Perception +9/10
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Defense
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AC 17 (13 Touch, 14 FF)
hp 16
Fort +0, Ref +6, Will +0
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Offense
BAB +1
Melee: Mwk Rapier +5 (1d6)18-20
Melee: Cold Iron Rapier +4 (1d6)18-20
Melee: Daggers (various ) +4 (1d4)19-20
Ranged: Shortbow +4 (1d6)x3
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Speed 30 ft.
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Statistics
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Str 10 , Dex 16, Con 10, Int 12, Wis 10, Cha 18
Base Atk +1; CMB +1, CMD 14

Feats: Alertness

Traits: Chance Encounter, Suspicious

Skills:
Acrobatics 8 (3+2+3)
Bluff 9 (4+2+3)
Diplomacy 11 (4+2+3+2)
Disable Device 10/11 (3+2+3)+1 traps
Disguise 9 (4+2+3)+2 with kit
Intimidation 9/11 (4+2+3)+2 halo vs evil
Perception 9/10 (0+2+3+2+2)+1 traps
Sense motive 8 (0+2+3+2+1)
Stealth 8 (3+2+3)

Background Skills:
Linguistics 6 (1+2+3)
Sleight of Hand 8/10 (3+2+3)+2 wrist sheath

Languages: Polyglot, Common, Celestial, Abyssal

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Racial Traits and Abilities
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Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Senses Racial Traits

Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
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Class Abilities
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Sneak Attack (1d6)

Finesse Training (to hit)

Trapfinding (+1)

Evasion

Rogue Talent: Fast Stealth

Equipment:
Mwk Chain Shirt
Cold Iron Dagger
alch silvered dagger
two mundane daggers
mwk thieve's tools
rapier, cold iron
thieves kit minus common tools
mwk rapier
small steel mirror
spy kit
shortbow
60 arrows
ear trumpet
cat burglar's kit
two spring loaded wrist sheaths