◈ [dice=Dagger Attack 1 (Agile, Finesse, Versatile S, Range 10 ft.) +I.C.]1d20+8+1[/dice]
[dice=Piercing / Slashing Damage]1d4+1+1[/dice]
[dice=Sneak Attack if Flat-footed]1d6[/dice]
◈ [dice=Dagger Attack 2 (Agile, Finesse, Versatile S, Range 10 ft.)]1d20+8+1-4[/dice]
[dice=Piercing / Slashing Damage]1d4+1+1[/dice]
[dice=Sneak Attack if Flat-footed]1d6[/dice]
★ ---- ★ ---- ★ ---- ★
Name Nabi Selekhet
Ancestry Keleshite human (skilled heritage)
Background Blown In
Class Rogue (Scoundrel Racket) ; Level: 4
Sizetraits Medium Humanoid Human
Alignment neutral, patron deity or faith (if applicable)
Associations: None
Languages: Common, Kelish
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ABILITY SCORES
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STR 12 (+1), DEX 16 (+1), CON 12 (+1)
INT 12 (+1), WIS 12 (+1), CHA 14 (+2)
Acrobatics: +14 = (4 dex + 4 E + 5 levels + 1 item) - (0 armor) [E]
Arcana: +1 = (1 int + 0 U +0 item) [U]
Athletics: +8 = (1 str + 2 T + 5 levels + 0 item) - (0 armor) [T]
Crafting: +3 = (1 int + 2 T + 0 item) [T]
Deception: +12 = (3 cha + 4 E + 5 levels + 0 item) [E]
Diplomacy: +12 = (3 cha + 4 T + 5 levels + 0 item) [E]
Intimidation: +10 = (3 cha + 2 T+ 5 levels + 0 item) [T]
Lore (Antiquities): +8 = (1 int + 2 T + 5 levels + 0 item) [T]
Lore (Circus): +8 = (1 int + 2 T + 5 levels + 0 item) [T]
Lore (Underworld): +8 = (1 int + 2 T + 5 levels + 0 item) [T]
Medicine: +10 = (1 wis +4 E + 5 levels + 0 item) [E]
Nature: +1 = (1 wis + 0 U + 0 item) [U]
Occultism: +1 = (1 int + 0 U + 0 item) [U]
Performance: +10 = (3 cha + 2 T + 5 levels + 0 item) [T]
Religion: +8 = (1 wis + 2 T+5 level + 0 item) [U]
Society: +7 = (1 int + 2 T + 5 levels + 0 item) [T]
Stealth: +13 = (4 dex + 4 E + 5 levels + 0 item) - (0 armor) [E]
Survival: +7 = (1 wis + 2 T + 5 levels + 0 item) [T]
Thievery: +13 = (4 dex + 4 E + 5 levels + 0 item) - (0 armor) [T]
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FEATS:
Ancestry Feats and Abilities
Heritage 1st: SKILLED HERITAGE Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill (Medicine).
1st: NATURAL AMBITION FEAT 1
HUMAN
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
5TH : Natural Skill: Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice. (Religion/Intimidation)
Skill Feats
Background: You never expected to join a circus, but you were looking for a good place to lie low for reasons of your own. The Circus of Wayward Wonders came together with several different workers and performers a few months ago. Many came from a circus in Escadar called the Celestial Menagerie, but not all of them. It was easy to slip in among the roustabouts. Although you’d planned to move on quickly, the circus folk have adopted you as one of their own, and they don’t ask questions about your past.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in your choice of either the Deception or Thievery skill, as well as the Underworld Lore skill. You gain a skill feat: Lengthy Diversion if you chose Deception, or Subtle Theft if you chose Thievery.
Background Skill feat: SUBTLE THEFT FEAT 1
GENERAL SKILL
Prerequisites trained in Thievery When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn't end your undetected condition.
1st Rogue Skill feat: ASSURANCE (Deception) FEAT 1
FORTUNE GENERAL SKILL
Prerequisites trained in at least one skill Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
2nd: CHARMING LIAR FEAT 1
GENERAL SKILL
Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.
3d: WARY DISARMAMENT FEAT 2
GENERAL SKILL
Prerequisites expert in Thievery
If you trigger a device or set off a trap while disarming it, you
gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap
General Feats
3rd: INCREDIBLE INITIATIVE FEAT 1
GENERAL
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls
QUIET ALLIES FEAT 2
GENERAL SKILL
Prerequisites expert in Stealth
You’re skilled at moving with a group. When you are Avoiding
Notice and your allies Follow the Expert, you and those allies can
roll a single Stealth check, using the lowest modifier, instead of
rolling separately. This doesn’t apply for initiative rolls.
Class Feats and Abilities
Feature 1st: SCOUNDREL You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician. When you successfully Feint (page 246), the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours. You're trained in Deception and Diplomacy. You can choose Charisma as your key ability score.
Feature 1st: SNEAK ATTACK When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
1st: NIMBLE DODGE [one-action[reaction] FEAT 1
ROGUE
Trigger A creature targets you with an attack and you can see the attacker. Requirements You are not encumbered. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Bonus 1st (from Natural Ambition): TRAP FINDER FEAT 1
ROGUE
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
2nd: DISTRACTING FEINT FEAT 2
ROGUE
Prerequisites: scoundrel racket Your Feints are far more distracting than normal, drawing your foes' attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
Deny Advantage 3rd
As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still
help their allies flank.
With careful observation during battle, you identify an enemy’s strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is
then temporarily immune to your Battle Assessment for 1 day. Critical Success The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the
enemy has, or which of the enemy’s resistances is highest. If the event of a tie, the GM should pick one at random. Success The GM chooses one piece of information from the above list to tell you about the enemy.
Critical Failure The GM gives you false information (the GM makes up the information).
Prerequisites trained in Acrobatics You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain. Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype.
Skill Increases:
L2: Deception E
L3: Thievery E
L4: Stealth E
L5 Diplomacy E
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EQUIPMENT
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Combat Gear: Dagger, +8, 1d4+1 P (Agile, Finesse, Versatile S, range 10)
Short sword, +8; 1d6+1 P, (agile, Finesse, Versa S)
Other Gear:
Thieves tools
Adventuring kit
Sheath
Climbing kit
Explorer clothing
Belt pouch
Caltrops
Magic Items:
Invested Items:
(increase as needed for feats or class features that increase maximum investment)
1. Bracers of Dashing (+1 to Acrobatics, +10 feet speed for 1 mn)
2. magic item
3. magic item
4. magic item
5. magic item
6. magic item
7. magic item
8. magic item
9. magic item
10. magic item