Darius Finch

Robert, le Bâtard's page

160 posts. Alias of aileigc.


Full Name

Robert, le Bâtard

Race

Human

Classes/Levels

Rogue (Swashbuckler) 3

Gender

Male

Size

XP: 200 (?)

Homepage URL

HP: 20 (19)

Strength 11
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 12
Charisma 14

About Robert, le Bâtard

Background:

Robert, le Batârd is the bastard son of a Chelian noble. According to tradition, he started his training to become a knight in his father's house, and progressed through page and then squire. However, the lawful life of the knight was too much of a demand on him. He demanded more freedom, and in general he did not enjoy the heavy training of the knight. He favoured lighter weapons, and had a desire for adventure, but one where did not have to follow anyone else's rules. Eventually, he quit his father's court and went in search of that for the towns.

Quickly he mingle with people of ill repute, but what he had picked up of his martial training ended up saving his life many times against burlier, heavier and nastier opponents. He ended up carving a niche for himself, where he was not bullied anymore, and where even some nasty people would show some respect for him. And in this environment, he dedicated to his pleasures: women, poetry, money and risky adventure.

One day, he was approached by a stranger, who did not appear to be very impressed with him. He knew who he was, and he had a proposal: money, real money, for a job worthy of a real man. He would have to escort a princess on a diplomatic mission. He was a good choice for some reasons: his past courtly life and studies had made him aware of the general intrigues between noble families; his present low-life made him inconspicuous to spies and agents of other families; and the princess needed an escort, but it was likely that half of it or more would be traitors.

He had a vague suspicion these might not be enough justifications: the escort should be made of official guards, not a rascal from the taverns. But then again, he did have acquired an interesting reputation as a swordsman, which could justify him before others.

Little did he know it was his father, tired of his irresponsible antiques, who tried to force him into at least some dignity, by giving Robert a place in the contingent he had to supply for a wedding of his liege lord's house.

Stats block:

Racial ability Dual Talent: +2 on Dex and Int
Feats Weapon Finesse, Improved Disarm
Class abilities Sneak Attack +2d6, (Chakram) proficiency [Martial training], Evasion, Rogue Talent: Combat Trick (Point-Blank Shot), Combat trick (Precise Shot) [Martial training], Combat trick (Combat expertise) [Martial training], Daring (+1 on acrobatics and ST vs fear)
Traits Bastard, Civilized, Dirty Fighter
Drawback Hedonistic
Languages: Common(?), Goblin

HP 20 (19)
AC: (normal / flat-footed / touch): 16 / 12 / 14
BAB / Melee / Light and Ranged weapons 2 / 2 / 6
Fort / Ref / Will / Init 1 / 3 / 1 / 4
Skills (Name: Ranks / Total (stat)


  • Acrobatics: 3 / 10 (dex +4)(class +3)
  • Appraise: 1 / 6 (int +2)(class +3)
  • Bluff: 3 / 8 (cha +2)(class +3)
  • Disable Device: 3 / 10 (dex +4)(class +3)
  • Kno (local): 1 / 7 (int +2) (Civilized +1)(class +3)
  • Perception: 3 / 7 (wis +1)(class +3)
  • Sense Motive: 3 / 8 (wis +1) (Bastard +1)(class +3)
  • Sleight of Hand: 2 / 9 (dex +4)(class +3)
  • Stealth: 3 / 10 (dex +4)(class +3)
  • Ride: 1 / 5 (dex +4)
  • Kno (nobility): 2 / 5 (int +2) (Civilized +1)
  • Climb: 1 / 4 (str +0) (class +3)
  • Escape Artist: 1 / 8 (dex +4)(class +3)
  • Diplomacy: 2 / 7 ( cha +2)(class +3)
  • Linguistics: 1 / 6 (int +2)(class +3)

Abilities and Traits:

Hedonistic: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Bastard: You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): 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.

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.

Point-Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot:
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Combat expertise:
You can increase your defense at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Improved Disarm:
You are skilled at knocking weapons from a foe's grasp.

Prerequisite: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.

Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Gear:

Mounts:

  • 2 Mules
  • 1 Riding saddle
  • Saddlebags
  • Animal feed (5 days)

Carried or Worn:


  • Backpack
  • Pouch Belt
  • 1 Torch
  • Explorer's Outfit
  • Compass
  • String
  • Thieves' Tools

Stored in pack animal:


  • Pickpocketer's outfit
  • Waterskin (filled)
  • Waterproof bag
  • 4 Torches
  • 3 pints of oil
  • Bedroll
  • Blanket
  • Mirror
  • Rope Silk
  • Trail Rations (5 days)
  • Nobles Outfit

Armor:


  • Leather Armor: +2 AC, +6 Max Dex, 0 ACP

Weapons:


  • 4 Daggers (2 carried, 2 stored): Dmg 1d4, 19-20/x2
  • 1 Rapier (carried): Dmg 1d6, 18-20/x2
  • 1 Shortbow (carried): Dmg 1d6, x3
  • 1 Light Crossbow (stored): Dmg 1d6, 19-20/x2
  • 5 Chakram (carried): Dmg 1d8, x2
  • 20 Arrows (carried)
  • 10 Bolts (stored)

Notes: gave one dagger to Horsehaw, the Mongrelman. Retrieved it after a battle with Lady Secunda Jeggare, who almost bested him. Helped by Arma's intervention, Robert survived when the Lady decided to flee.