Reginar

Rois Moch's page

82 posts. Alias of Hamied.


Full Name

Rois Moch

Race

Human

Classes/Levels

Rogue (Scout) 1

Gender

Male

Size

Medium

Age

38

Special Abilities

Sneak Attack +1d6, Trapfinding

Alignment

Lawful Good

Deity

Iomedae

Location

Cettigne, Molthune

Languages

Common

Occupation

Soldier in the Free City Citizen's Militia

Strength 16
Dexterity 16
Constitution 14
Intelligence 11
Wisdom 14
Charisma 8

About Rois Moch

Hit Points: 11
Movement: 30 ft.
Initiative: +3
Favored Class: Rogue

Listed information under Class Features, Racial Traits, Feats, Talents and Traits is copyrighted by Paizo Publishing LLC and is reproduced here via http://www.d20pfsrd.com

Class Features:
The following are class features of the rogue.

Weapon and 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.

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 (called "precision 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.

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.

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.

Advanced Talents
At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

Skirmisher (Ex)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

Master Strike (Ex)
Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:

The target can be...

Put to sleep for 1d4 hours
Paralyzed for 2d6 rounds, or
Slain

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Racial Traits:
Dual Talent
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores.

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

Normal Speed
Humans have a base speed of 30 feet.

Offense:
Melee: +4 Masterwork Short Sword (1d6+3 or 1d6+1 w/ off hand)(P), Quarterstaff +3 (1d6+3 or 1d6+1 w/ off hand)(B)
Ranged: +3 Sling (1d4+3)(B)(50 ft.)
BAB: +0
CMB: +3
Defense:
AC: 16 (Touch 13, Flat-Footed 13)
CMD: 16
Saves: Fortitude +2, Reflex +5, Will +2
Feats:
Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Talents:
None as of yet.
Skills:
+7 Acrobatics
+0 Appraise
-1 Bluff
+7 Climb
-1 Diplomacy
+8 Disable Device
-1 Disguise
+3 Escape Artist
+3 Fly
+2 Heal
-1 Intimidate
+6 Perception (+7 to spot traps)
+6 Profession (Soldier)
+3 Ride
+2 Sense Motive
+7 Stealth
+7 Survival
+7 Swim
Traits:
Militia Veteran
Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Rich Parents
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances. Your starting cash increases to 900 gp.

Equipment:
Masterwork Short Swords x2 (4 lbs.)
Masterwork Studded Leather (20 lbs.)
Masterwork Backpack (4 lbs.)
Thieves' Tools (1 lb.)
Blanket (1 lb.)
Signal Horn (2 lbs.)
Bedroll (5 lbs.)
Grappling Hook (4 lbs.)
50' Hemp Rope (10 lbs.)
Waterskin (4 lbs.)
Quarterstaff (4 lbs.)
Sling (-)
10 Sling Bullets (5 lbs.)
Bullseye Lantern (3 lbs.)
3 pints of oil (3 lbs.)
Flint and Steel (-)
2 Pieces of Chalk (-)
2 Torches (2 lbs.)
5 Days of Rations (5 lbs.)
Whetstone (1 lb.)
Wooden Holy Symbol (-)
Explorer's Outfit (8 lbs.)

1 Gold, 16 Silver, 14 Copper

Appearance and Bearing:
Rois Moch is naught but a simple soldier, having long since lost any connection to the privilege of his youth. Prone to curt responses, the only time the man speaks at length is in prayer to Iomedae. Smiles are not unknown on Rois Moch's face, nor is his low grunt of a laugh as rare as some would imagine, but he would never be accused of being "merry." As of late, any jest or song that goes far enough to earn his grin is like to earn his ire as quickly, as the newly healed scar on his jaw and cheek reminds him of its presence with every twist of his mouth.

A few strands of silver have begun to weave their way into his auburn hair, and new folds have appeared upon his brow, but in watching Rois Moch carry himself, one could scarcely guess that age was beginning to catch up with him. He is a well-built man, strong and not without grace. He moves powerfully, and never without intention.

Those who have gotten to know Rois Moch would claim that his best friends are the ornate pair of swords he keeps always by his side, even abed. Though the blades are older than the man himself, they still shine as if newly forged. The handsome hilts of enameled wood can usually be seen peeking over his shoulders, marking a sharp contrast with the rest of his worn attire.

Background:
Rois and his brother, Oshual, were sons of a wealthy merchant in Cettigne. After their father died, the brothers took over his export business, shipping gems and rock from the Menador Mountains and lumber from the Backar Forest up the Nosam River to Canorate, Korholm, and out across Lake Encarthan. After a few years, though, the Molthuni bought less and less of their goods, and the brothers were forced to send more and more ships to Kerse, Caliphas, and Thronestep. Many of these ships did not return. Oshual, the younger of the two, blamed the increasing number of shipping companies operating in Canorate. His elder brother, Rois, blamed Nirmathas, certain that the nation's agents were preying upon their ships once they passed out of the safety of Korholm.

And so it was that Rois chose a different path for the business, and insisted that they begin trading directly with Nidal. Oshual was vehemently against this. Sending caravans through the Umbral Basin was no small gamble, and besides that, Oshual was a devout follower of Iomedae, and wanted nothing to do with the Nidalese. A fierce argument ensued, after which, Oshual declared that he would sail for Lastwall, to start a new life in service to a greater cause. Rois gave him a pittance of the inheritance due him, and the younger brother departed.

Trade with Nidal proved more of a disaster than Oshual had predicted. Entire caravans disappeared. Shifty-eyed merchants, babbling in Shadowtongue, cheated Rois left and right. It only took a year for him to lose every silver to his name.

And then Oshual returned, with a wife, already several months pregnant. Allesse, she was called, and though her eyes were strangely mismatched and her skin a ghostly pale, she was the fairest creature Rois had ever laid eyes upon. He was sure that as his brother had been blessed, he had been cursed. Oshual never said a word about the collapsed business and the vanished wealth. He had returned to Cettigne full of laughter, with no thought for his brother other than forgiveness.

Hard times had fallen on Cettigne, and the brothers struggled for a way to make a life for themselves. It was Oshual who decided to join the Imperial Army. They promised land and citizenship to those who would serve in their ranks. Perhaps some of the younger brother's desire lay in the fact that he had never arrived in Lastwall to take his oaths, for he'd found himself in Caliphas first, and had met a hauntingly beautiful young woman. Or perhaps he simply wanted a fresh start, and a modest home in which to begin a family. A fortnight after his return, Oshual and Allesse left Cettigne, to live in the foothills of the Menadors.

Rois, though, had lost any sense of aspiration. After destroying his father's trading company and shunning his brother, he had become a broken man. He did not reach for anything as lofty as Molthuni citizenship, nor could he imagine leaving Cettigne. He sold his father's house, pledged himself to the Free City Citizen's Militia, and took up daily prayers to Iomedae.

It was some years later that Rois heard word of his brother's death. Oshual had possessed a modest command in the southern outskirts of the Fangwood, and a Nirmathi arrow had found him one morning. Allesse and her seven-year-old son, Ganter, were left without father or husband. Oshual's citizenship was long overdue, but it had never been awarded him, and so his widow lost the house and land as well. Rois was angered by the way that Molthune treated the family of one who had given his life in their war, but he knew his role. He knew the way of The Inheritor, and so he took in his Allesse and Ganter.

It was hard to live with the woman under his own roof. Her beauty had not faded in the least, and her very gaze could stop Rois's breath. Throughout, though, he remembered that she had been his brother's wife, and so was sister to him. Divine law spoke against the thoughts that ran wild in his mind, and after a time, he was able to quiet them.

Ganter had all of his mother's charm, yet he made no friends. He was apprentice to a cobbler for a time, but the man had become uncomfortable with the youth. It was the boy's strange, deep-green eyes, he had claimed. Not a coin came in from mother nor son. Years passed, and the very last of Rois's savings dried up.

In nearly five years, Rois had never heard Allesse raise her voice, but that changed when he suggested that Ganter join the Free City Citzen's Militia. He had first mentioned the idea during breakfast, the day after Ganter had turned twelve. It did not seem possible for Allesse to grow any paler than she already was, but she nevertheless did. Her anger was a powerful force, and even then, it left a palpable sting.

Rois was undeterred, though the boy was well past thirteen by the time his joining the Militia became a necessity. With every trace of spare coin gone, Rois could not support Allesse and her son on his meager pay, for though he had served loyally for nearly fifteen years, even through Molthune's acquisition of Cettigne, he had never been considered for officership. Ganter would help support them by joining, and perhaps would learn to be a man, which was something his mother could never hope to teach him.

Things did not transpire as Rois had planned. He thought, at the sight of Captain Meinen and his armored soldiers, Allesse would acquiesce at last. It was not meant as a threat, but as a display of the kind of man Ganter was to become. But the mother had grasped the boy with desperation, and at his superior's command, Rois had moved to pry him from her grasp.

He did not expect her hand to come slashing across his face. He did not expect her nails to tear into his skin. He did not expect that the boy would take command of some strange power within him and wield magic. He did not expect to lift a chair and bring it down on his nephew.

But those things happened all the same.

The cuts have since scabbed over, but the scars on Rois's face will never go away, nor shall the ones on his heart. That he once loved the woman who did this to him mystifies him, but that feeling is not half as strong as his shame. His father's legacy, his brother's family, Cettigne's independence...he had failed to protect them all.

What is a man who, in his middle-years, has sowed nothing but failure? What can such a man hope to do?