Xakihn

Niklaas Ramada's page

96 posts. Organized Play character for XandZero2.


Race

HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

Gender

CN Elven Tiefling Rogue (Thief)/Acrobat |

Age

Speed 35ft

About Niklaas Ramada

Skills (Trained = *, Expert = **)
**Acrobatics +15, Arcana +1, *Athletics +8, **Crafting +11, **Deception +15, Diplomacy +2, **Intimidation +15, *Underworld Lore +9, **Medicine +13, *Nature +10, *Occultism +9, Performance +4, Religion +1, *Society +9, **Stealth +14, *Survival +10, *Thievery +12

Spd 35ft Class DC 22

Melee:
“Shirley”
+1 Striking Rapier +15 (2d6+4 Piercing)

“Derrik”
Dagger +14 (1d4+4 Piercing and Slashing)
Thrown 10

Ranged:
“Jerry”
Shortbow +14 (1d6)

Ancestry

1. Pitborn - Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Abyss. You are trained in Athletics. If you were already trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice. You also gain any one common 1st-level skill feat with a prerequisite of trained in Athletics, as reflects the manifestation of your Abyssal blood. Quick Jump - You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

2. Nimble Elf - gain +5 feet of movement.

Skill
1. Experienced Smuggler - when rolling passive stealth checks to conceal a small item, if the GM rolls less than 10 on the die, treat it as 10 instead.

2. Intimidating Glare - intimidate with a glare, gaining the visual trait and ignoring the penalty for a creature that doesn’t understand your language.

3. Lasting Coercion - when you successfully coerce a target, the maximum time they comply increases to a week.

4. Quick Repair - You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item’s Hardness to this damage.

5. Battle Medicine - Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
The Medicine check DC is usually 15. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed.
Success The target regains 2d8 Hit Points, and its wounded condition is removed.
Critical Failure The target takes 1d8 damage.

6. Godless Healing - You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

7. Shield Block - Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

8. Acrobatic Performance - You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action.

9. Catfall - Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Class Feats & Abilities
1. You’re Next - Reaction, when you reduce an enemy to 0 hp, make an intimidation check with a +2 bonus on a single creature you can see and that can see you.

2. Sneak Attack - If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 2d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

3. Deny Advantage - 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.

4. Dread Striker - You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.

5. Acrobat Dedication - 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.

6. Weapon Tricks - You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.

7. Gang Up - Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them.