Artemis Entreri

Rathen Wyrmblight's page

154 posts. Organized Play character for J. A. Chapman.


Full Name

Rathen Wyrmblight

Race

Human Rogue/10, Pathfinder Field Agent/4 (HP: 121/121) | Init: +12 | AC: 32 T: 20, FF: 25 | Perception +30 (+5 vs traps, +3 vs surprise) | F: +13, R: +21 (+3 vs traps), W: +14 | CMB: +13 | CMD: 32 (25Fl) | 3* reroll 0/1

Classes/Levels

Active Effects: Danger Sense +3, Evasion, Trap Spotter

Gender

Male

Size

Medium

Age

25

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint

Languages

Common, Varisian, Draconic, Elven

Occupation

Gambler

Strength 14
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Rathen Wyrmblight

Character Bio:
A bit of a scoundrel and risk-taker, Rathen grew up roaming the streets of Sandpoint. He occasionally found trouble, but had a knack for staying ahead of it.

His mother worked as a serving maid, and struggled to keep them fed. This gave him lots of freedom, making it easy for him to find mischief. Rathen's father had left before he was born, and is a complete mystery to him. Given how tight-lipped his mother was on the subject of his father, he's sometimes curious to know more about the man.

Rathen has his mother's last name, which is famous in some part of Varisia. Several generations back, a pair of brothers were famous dragonslayers. Perhaps unfortunately, nobody in Sandpoint knew this.

At sixteen he came to know and idolize a gambler named Jher Winboon. Although the man was only in Sandpoint for eight months, gambling copper and silver off anyone foolish enough to play dice, they befriended each other. Jher took Rathen under his tutelage and, besides teaching him roguish skills, also instilled an interest in adventure.

Jher left Sandpoint abruptly, and Rathen followed. He hoped to see the world, gambling from town to town with the man he admired. Tracking was difficult, with Rathen keeping the trail for 3 days, losing it on the 4th. It was on that 4th day, however, that Rathen met a Pathfinder recruitment officer.

Personality-wise, Rathen can sometimes be a bit reckless. He likes a bit of fun, not minding if it's at someone's expense, but generally means well.

Stat Block and Gear:

Venture-Captain Rathen Wyrmblight
Male human (Varisian) pathfinder field agent 4/unchained rogue 10 (Pathfinder Player Companion: Pathfinder Society Primer, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +13; Senses Perception +30
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Defense
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AC 32, touch 20, flat-footed 25 (+9 armor, +2 deflection, +7 Dex, +1 insight, +2 natural, +1 shield)
hp 121 (14d8+48)
Fort +13, Ref +21, Will +14
Defensive Abilities danger sense +3, evasion, improved uncanny dodge
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Offense
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Speed 30 ft.
Melee cold iron dagger +17/+12 (1d4+2/19-20) or
. . sap +17/+12 (1d6+2 nonlethal) or
. . silver dagger +17/+12 (1d4+1/19-20) or
. . slasher (gladius) +18/+13 (1d6+9/19-20) or
. . slicer (gladius) +18/+13 (1d6+5/19-20)
Ranged shortbow +17/+12 (1d6/×3)
Special Attacks sneak attack (unchained) +5d6, sneak attack +1d6
Rogue (Unchained) Spell-Like Abilities (CL 10th; concentration +9)
. . At will—minor magic
. . 5/day—major magic
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Statistics
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Str 14, Dex 25, Con 14, Int 12, Wis 14, Cha 8
Base Atk +10; CMB +13 (+15 reposition); CMD 32
Feats Great Fortitude, Improved Initiative, Improved Two-weapon Fighting, Iron Will, Quick Draw, Skill Focus (Diplomacy), Skill Focus (Perception), Toughness, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits poverty-stricken, reactionary
Skills Acrobatics +27, Appraise +5, Bluff +10 (+12 to feint), Climb +5, Diplomacy +25, Disable Device +31, Disguise +6, Escape Artist +9, Fly +15, Intimidate +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +10, Knowledge (local) +7, Knowledge (nature) +5, Knowledge (planes) +7, Knowledge (religion) +5, Linguistics +5, Perception +30, Profession (gambler) +6, Sense Motive +12, Sleight of Hand +15, Stealth +22, Survival +7 (+9 to avoid becoming lost), Swim +4, Use Magic Device +16
Languages Common, Draconic, Elven, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, pathfinder training (rogue talent, sneak attack +1d6), rogue talent (trap spotter), rogue talents (combat trick, dispelling attack, major magic, minor magic, resiliency), trapfinding +5, wayfinder upgrade, wayfinder upgrades (daylight, silence)
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of darkvision, potion of invisibility, potion of touch of the sea, scroll of raise dead, scroll of restoration, snapleaf[UE], unfettered shirt[UE], wand of cure light wounds, wand of cure light wounds, wand of endure elements (50 charges), air crystal, holy water, smelling salts[APG], vermin repellent[UE]; Other Gear celestial armor, slasher (gladius)[UC], slicer (gladius)[UC], arrows (20), cold iron dagger, sap, shortbow, silver dagger, amulet of natural armor +2, belt of incredible dexterity +6, boots of elvenkind, circlet of persuasion, cloak of resistance +5, cracked magenta prism ioun stone, dusty rose prism ioun stone, eyes of the eagle, gloves of reconnaissance[UE], handy haversack, headband of ninjitsu[UE], ioun torch ioun stone[APG], pathfinder pouch, ring of protection +2, wayfinder[ISWG], bedroll, belt pouch, chalk, cleats[APG], cold weather outfit, everburning torch, flint and steel, jewelry[UE], masterwork backpack[APG], masterwork thieves' tools, noble's outfit, paper (24), scroll case, signet ring, silk rope (50 ft.), smoked goggles[APG], tabard[UE], trail rations, waterskin, whetstone, winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, diamond dust (for restoration scroll) (worth 900 gp), 1,845 pp, 8 gp, 3 sp, 3 cp
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Special Abilities
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Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dispelling Attack (Su) Your sneak attacks attempt to dispel the target's active spells.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Major Magic (Heightened Awareness, 5/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Detect Magic, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 20 temporary Hp for 1 min.
Rogue Talent The Pathfinder field agent can select any rogue talent for which she qualifies.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wayfinder Upgrade (Wayfinder [1 @ 0 lbs]) The chosen wayfinder grants extra abilities when equipped.