Race |
Human Male | Initiative +3 | Perception +7 | Fort: +3 | Refl + 5 | Will +2 | HP: 26 | AC/T/FF 17/13/14 (+1 vs light blades) |
Strength |
16 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
10 |
About Quentus Otelleth
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Offense
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BAB: +2 CMB: +5 CMD: +18
(R)Dagger +4 1d4+3+1d8+1 / 19-20/ 2x
(L)Dagger +4 1d4+3+1d8+1 / 19-20/ 2x
[Special] Sneak attack +2d8 | Sleight of hand +1 (1/2 level) | 3/6 new Rogue Talent (human favorite) [lvl 3]
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Defense
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Saves
Fort +3 / Refl +6 / Will +2 [Roll twice vs Diseases]
HP: 26
AC/T/FF: 17/14/13 (+1 vs light blades)
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Statistic
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Str:16 Dex:16 Con:14 Int:12 Wis:12 Cha:10
Movement: 30 speed ; Initiative: +3 ; Perception: +6
Language: Common, Ergoth, Elven
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Feast & Traits & Rogue Talents
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1st Feat: Double Slice: Add full STR to off-hand weapon damage
Human Feat: Two-Weapon Fighting: (-4/-4) fighting with two weapons
2nd Feat: Extra Rogue Talent (Bleeding Attack) +2 bleeding damage
[Rogue Talents]
[b]Weapon Training Weapon Focus (Daggers) +1 to attack
Bleeding Attack amount of sneak attack damage determines amount of bleed damage
[Traits]
Blade of the Society: You gain a +1 trait bonus to damage rolls from sneak attacks.
Orphan : You gain a +1 trait bonus on Fortitude saves.
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Skills
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[x]=invested | 27 skill points per level |
[3]Acrobatics (Dex) +9
[x]Appraise (Int) +5
[]Bluff (Cha) +0
[]Climb (Str) +3
[]Craft (Int) +1
[3]Diplomacy (Cha) +6
[3]Disable Device (Dex) +9
[]Disguise (Cha) +0
[3]Escape Artist (Dex) +9
Intimidate (Cha) +0
Knowledge (dungeoneering) (Int) +1
[2]Knowledge (local) (Int) +6
[]Linguistics (Int) +0
[3]Perception (Wis) +7
Perform (Cha) +0
Profession (Wis) +1
[3]Sense Motive (Wis) +7
[3]Sleight of Hand (Dex) +12
[3]Stealth (Dex) +13
[]Swim (Str) +3
[]Use Magic Device (Cha)
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Racial Traits
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# Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
#Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
#Base Speed: Humans have a base speed of 30 feet.
#Languages: Humans begin play speaking Common. Humans 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.
#Bonus Feat: Humans select one extra feat at 1st level.
#Heart of the Slums Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
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Rogue Skills
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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 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.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
Weapon & Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
This ability replaces trapfinding.
Sneak Stab: A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.
Evasion: At 2nd level and higher, 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. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Sense
At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.
This ability replaces trap sense.
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Rogue Items
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Chain Shirt 100gp
2x Daggers 10gp
Rations, day x5 5gp
Blanket, winter 10gp