RePete Pregen's page

252 posts. Alias of RePete.


| HP: 33 (-11) | AC: 20 | F: +6, R: +11, W: +8; +1 vs Emotional |Per: +8 (low-light vision); Stealth: +9 |


35ft | Focus 1/1 | Active Conditions: Trap Finder, Cat Fall


CN Elf Rogue

About RePete Pregen

Merisiel Pegen


[dice=+1 Rapier]1d20+10[/dice] for [dice=Piercing]1d6+4[/dice] (Deadly 1d8, disarm, finesse)
[dice=Dagger]1d20+9[/dice] for [dice=Piercing or Slashing]1d4+2[/dice] (agile, finesse, versatile S)


[dice=Dagger]1d20+9[/dice] for [dice=Piercing or Slashing]1d4+2[/dice] (agile, thrown 10ft range, versatile S)
[dice=Shortbow]1d20+9[/dice] for [dice=Piercing]1d6[/dice] (range 60ft, deadly 1d10)

Ex: Sneak Attack (1d6), 1 Sleep Arrow (DC 17 Will), Caltrops (1 action scatter in adjacent square - dc 14 acrobatics to avoid 1d4 piercing and 1 persistent bleed w/-5 ft penalty)

Str: 14, Dex: 18, Con: 12, Int: 12, Wis: 12, Cha: 10


[dice=Acrobatics (Expert)]1d20+11[/dice]
[dice=Arcana (Untrained)]1d20+1[/dice]
[dice=Athletics (Trained)]1d20+7[/dice]
[dice=Crafting (Trained)]1d20+6[/dice]
[dice=Deception (Trained)]1d20+5[/dice]
[dice=Diplomacy (Untrained)]1d20+0[/dice]
[dice=Intimidation (Trained)]1d20+5[/dice]
[dice=Underworld Lore (Trained)]1d20+6[/dice]
[dice=Other Lore (Untrained)]1d20+1[/dice]
[dice=Medicine (Trained)]1d20+6[/dice]
[dice=Nature (Untrained)]1d20+1[/dice]
[dice=Occultism (Untrained)]1d20+1[/dice]
[dice=Performance (Untrained)]1d20+0[/dice]
[dice=Religion (Untrained)]1d20+1[/dice]
[dice=Society (Trained)]1d20+6[/dice]
[dice=Stealth (Trained)]1d20+9[/dice]
[dice=Survival (Trained)]1d20+6[/dice]
[dice=Thievery (Expert)]1d20+11[/dice]

Gear: backpack, leather armor, sheath (10), thieves’ tools (2 replacement picks), caltrops, dagger (9), lesser healing potion (2), +1 rapier, shortbow (10 arrows), sleep arrow, bedroll, crowbar, flint and steel, grappling hook, hammer, piton (5), rations (3 weeks), rope (50 feet), torch (5), waterskin: 3g 4s 1c

Feats and Abilities:

Cat Fall: You treat falls as 10 feet shorter.

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.

Experienced Smuggler: You are adept at smuggling items past the
authorities. When the GM rolls your Stealth check to see if a passive
observer notices a small item you’ve concealed, the GM uses the number
rolled or 10 as the number rolled, whichever is higher. This provides no benefit when a creature attempts a Perception check to actively search you for hidden items.

Forlorn: You gain a +1 circumstance bonus to saving throws against emotion effects; if you roll a success on a saving throw against an emotion, you get a critical success instead.

Quick Draw [one-action] You draw your weapon and attack with the same motion. You
Interact to draw a weapon, then Strike with that weapon.

Racket (thief): When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

Sneak Attack: If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon or unarmed strike, with a ranged attack, or with a thrown weapon that has the agile or finesse trait, you deal an extra 1d6 precision damage.

Streetwise: You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information.

Surprise Attack: When you roll Deception or Stealth for initiative, creatures that haven’t acted yet are flat-footed to you.

Trap Finder: 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.

Wary Disarmament: 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 check, not to later ones (like from a complex hazard).

Whisper Elf: You can Seek to sense undetected creatures in a 60-foot cone, and you gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet when using the Seek action.