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Roger Schmitt's page

1,197 posts. Alias of Massee.


Classes/Levels

Male Dancing Lights 3/3; Charm Person 2/2; Shocking Grasp 1/4; CLW Wand 35/50 Effects:

Gender

URogue 8 HP: 59/59 AC: 25 FF:25 (Improved Uncanny Dodge) T:17 CMB:+6 CMD: 23 F:+4 R:+11 (Evasion) W:+5|Init:+9| Perception +12, Sense Motive +15

Size

Medium

Age

17

Alignment

CN

Deity

Shelyn

Location

Silver City of Kintargo

Languages

Common, Sylvan, Elven, Celestial, Infernal, Strix, Undercommon, Aklo, Abyssal, Tengu, Draconic, Aquan, Dwarven

Strength 10
Dexterity 20
Constitution 14
Intelligence 16
Wisdom 12
Charisma 14

About Roger Schmitt

Male Kitsune Unchained Rogue (Kitsune Trickster) 8
Chaotic Neutral Humanoid Shapechanger
Senses: Init +9, Perception +12, Sense Motive +15, Low-Light Vision
Movement: Speed 30 ft (Slippers of Spider Climb)
Gold: 6,184.93 (gave 1k to each other player earlier)

LANGUAGES: Common, Sylvan, Elven, Celestial, Infernal, Strix, Undercommon, Aklo, Abyssal, Tengu, Draconic, Aquan, Dwarven

DEFENSE:
AC 25: Touch 17, Flat-footed 25 (Improved Uncanny Dodge)
Base Atk +6; CMB +6; CMD 23
HP 59 (8d8+16)
Fort +4, Ref +11, Will +5 (+2 Trait Bonus vs Fear)

OFFENSE: (+4d6 Sneak Attack)(Debilitating Injury)
[dice=+1 Lawful Outsider Bane Mithril Dagger]1d20+12;1d4+6[/dice]
[dice=+1 Lawful Outsider Bane Mithril Dagger, Haste, Flank, Expertise]1d20+12+1+2-2;1d4+6+2+4d6[/dice]
[dice=MW Sap]1d20+12;1d6[/dice]
[dice=Acid Splash, RT]1d20+11;1d3[/dice]
[dice=Shocking Grasp, Metal, Flank/CL Check/Damage]1d20+11+3+2;1d20+8;5d6+4d6[/dice]

SPELL-LIKE ABILITIES
Dancing Lights 3x/day (racial)
Charm Person 2x/day Will Save DC14 (1x/day per 3 rogue levels)
Shocking Grasp 4x/day (1x/day per 2 rogue levels)
Acid Splash (Unlimited)
Wand: Hold Person (10 Charges)
Wand: Cure Light Wounds (50 Charges)

TRAITS:
Gifted Satirist: You grew up among Kintargo’s performers and entertainers. Perhaps your parents or older siblings were singers at the Kintargo Opera House, or maybe you simply had to make ends meet as an orphan of the streets by busking. Whatever the case, you’ve long been exposed to the practice of cloaking scathing political commentaries in the form of harmless entertainment. Whether you conceal your satire in the form of novels, plays, screeds, or public letters, you’ve yet to make a name for yourself as a political presence in Kintargo—but in time, you hope to change that! You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you. In addition, your irreverent attitude grants you a +2 trait bonus on all saving throws against fear effects.

Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

FEATS
Realistic Likeness: When you are in human form, you can take the shape of a specific individual. Prerequisite: Kitsune. Benefit: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.

Deceitful (Rank 4): You are skilled at deceiving others, both with the spoken word and with physical disguises. Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Stealth Synergy (Teamwork): Working closely with an ally, you are able to move like twin shadows. Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Improved Initiative (Combat): Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.

Combat Expertise (Combat): 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.

Iron Will: You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws. (From Rebellion level 9)

TALENTS
Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent. (Acid Splash)

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent. (Shocking Grasp)

Resiliency (Ex) (Pathfinder Unchained pg. 22): Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Multitalented (Ex) (Pathfinder Unchained pg. 22): The rogue can use her rogue talents more often. Once per day, she can use a rogue talent that is normally only usable once per day one additional time. At 10th level and 18th level, she can use this talent one additional time per day (for a maximum total of 3 additional uses of a rogue talent that can normally only be used once per day). The uses of this talent do not have to be spent on the same rogue talent. This ability cannot be used with an advanced talent.

STATS:
Strength: 10
Dexterity: 21 (Includes +1 at level 4,8)(Includes Belt of +2 Dex/Con)
Constitution: 14 (Includes Belt of +2 Dex/Con)
Intellect: 16 (Includes Headband of INT +2)
Wisdom: 12
Charisma: 14

SKILLS:
(10 per level; +8 FCB; +3 Rebellion; ACP 0)
(8)Acrobatics +18 (+2 Racial)
(1)Appraise +9 (+2 from MW Tools)
(8)Bluff +18 (+3 From Kitsune's Guile)(+2 Deceitful)
(2)Climb +5
(2)Diplomacy +10 (+3 From Kitsune's Guile)
(8)Disable Device +20 (+4 for Tools in Vest of Escape)
(5)Disguise +15(25) (+3 From Kitsune's Guile)(+10 Additional to Disguise with shapechange)(+2 Deceitful)
(7)Escape Artist +21 (Includes +6 Competence from Vest of Escape)
(1)Intimidate +6
(1)K: Dungeoneering +7
(1)K: Local +7
(8)K: Planes +11 (From Headband of INT +2)
(8)Linguistics +15 (+1 Trait Bonus)
(8)Perception +12
(1)Perform: Wind +6
(1)Profession: Butcher +5
(1)Profession: Mouser +5 (Rank is from Level 2 Rebellion)
(8)Sense Motive +15 (+3 From Kitsune's Guile)
(1)Sleight of Hand +9
(1)Spellcraft +8 (+1 Trait Bonus)
(8)Stealth +16 (-10 when sniping)
(2)Swim +5
(8)Use Magic Device +13 (Includes 2 free ranks from rebellion level 7?)

EQUIPMENT(Gold/Weight)
Pickpocket Outfit 0 0
+2 Mithril Chain Shirt 5100g
+1 Buckler 1155g
Belt Pouch 1 0.5
MW Thief Tools 100 2
Dagger.. 2 1
Mithril Dagger 502 .5
+1 Lawful Outsider Bane Mithril Dagger 8502 .5
MW Sap... 301 2
Caltrops 1 2
Ink..... 8 0
Inkpen... 0.1 0
Paper 2 0
Scroll Case 1 0.5
Blue Book 5 1
Book of Letters 50 3
Good Invis Ink 25 0
Appraisal Tools 52 2
Bolts (20) 2 2
MW Hand Crossbow
Cloak of the Manta Ray 7200g
Ring of Prot +2 8000g
Vest of Escape 5200g
Headband of INT +2 4000g
Slippers of Spider Climb
Robe of Powerlessness (Not worn)
Noble's Outfit with 100g in jewelry (175g total value)
Belt of +2 Dex/Con
Golden Pill Box (400g)
Carved wooden wyvern on a tin stand with Lucian/love note: Reads "To Luci, with love". No value.

CONSUMABLES (Gold/Weight)
Wand of CLW (50) (Gift from level 8 rebellion)
Potion of CLW x1
Potion of CMW x5
Potion of CSW x3
Potion of Lesser Resto x1
Potion of neutralize poison x1
Bolts x20
Potion of Invisibility x2
Holy Water x0
Acid x2
Silver Raven Figurine of Wondrous Power x1
Air crystals x1
Potion of Water Breathing x1
Potion of Fly x1

Racials:

KITSUNE RACIALS
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.

Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.

Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Normal Speed: Kitsune have a base speed of 30 feet.

Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level).

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Rogue: The rogue gains 1/6 of a new rogue talent.

Class Abilities:

CLASS ABILITIES
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Kitsune's Guile (Ex): At 1st level, a trickster relies on her intellect as much as her personality. She adds her Intelligence modifier on Bluff, Diplomacy, Disguise, and Sense Motive checks. This ability replaces trapfinding.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. (DAGGER)

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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 Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Kitsune's Charm (Sp): At 3rd level, a kitsune trickster can use charm person once per day as a spell-like ability (caster level equal to her rogue level – 2). At 6th level, and every three levels thereafter, the kitsune trickster gains an additional daily use of this ability. This ability replaces trap sense.

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
***Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
***Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
***Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Rogue's Edge: Stealth: With sufficient ranks in Stealth, you earn the following.
5 Ranks: Reduce the Stealth penalty from sniping by 10.
10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.
20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.

Purchases:

Blue Book: Price 5 gp; Weight 1 lb.
This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM's discretion, you can use it in settlements near that city for a +1 bonus.

Book of Letters: Price 50 gp; Weight 3 lbs.
This portfolio contains examples of official letters along with proper forms of address, etiquette, and turns of phrase. Used by bureaucrats, diplomats, and clerks, it's also useful for counterfeiting official correspondence. It provides a +2 circumstance bonus on Diplomacy checks when dealing with city officials and a +2 circumstance bonus on Linguistics checks when creating forgeries. A book of letters is only accurate for a particular region, such as a country or even a town, and only provides its bonus relating to that region.

Fluff (A work in progress):

A very close friend, the woman who raised me, worked at the Kintargo Opera House as a famous performer, Shensen, a half-elf. A devout follower of Sarenrae. Her place was burned and has been missing ever since.

Aliases:

Victor, 4th son of the meat market owner (XX)on... XX is known as a solid supporter of the new Major, it would be pretty embarrassing for his son to be seen as a rabble rouser for the other side...

Pug: an old fella, chubby and balding, scraping by exterminating rats for a copper each for the city, and whatever else he can latch on to that made its way down in the sewer or along the shore. Looks like Pug came into a nice find with this fresh croc that managed to drown, stuck in that sewer grate and all. Expert mouse, rat, and dove slayer.

Grel: Citizen's Militia Member, pretty aggressive to those under his station/rank.

?: Red Jill member, Tiefling. Blood thirsty.

"Lars de Crumphhhhtt of Ustalav." Socialite and cunning linguist

Acquired Storyline Stuff!:

Chelish Citizen's Group Armband
Forged Writ Giving permission to be out past curfew (+9 bonus)

Proclamations:

Proclamation the First: All slayers of city pests (hereby ascribed as doves, mice, and ravens) who present said pests to the dottari shall be rewarded with a bounty of one copper piece.

Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building’s primary entrance a portrait of Her Infernal Magestrix Queen Abrogail II. Said portrait must measure no less than 17 by 11 inches.

Proclamation the Third: All those who capture, alive and unharmed, feral dogs of a weight exceeding 50 pounds are to be rewarded with a payment of two silver pieces upon transfer of the dogs to the dottari. Such noble guardian creatures should find homes worthy of their kind!

Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city’s discretion.

Proclamation the Fifth: Grain is life! Should grain be spilled in public, all must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined one copper piece per grain.

Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed.

Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed.

Item Descriptions:

Cloak of the Manta Ray: Aura moderate transmutation; CL 9th; Slot shoulders; Price 7,200 gp; Weight 1 lb. This cloak appears to be made of leather until the wearer enters salt water.

At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.

The cloak does allow the wearer to attack with a manta ray‘s tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.

Opium?!?, Yes Please!:

The DC of a drug's saving throw increases by +2 every time a character takes a another dose of that drug while still suffering from ability damage caused by a previous dose that's gonna get real high real fast! however-->

This DC decreases by –2 for everyday the character does not make use of the drug, to a minimum of the drug's base addiction DC. Depending on the severity of the character's addiction, it might take two or three consecutive successful Fortitude saves to overcome the disease. Should a character take a dose of the drug he's addicted to, he immediately relapses, causing the addiction DC to instantly return to its highest DC and negating any successful past saves. (Max Save DC so far: 24.)