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About Rosla el FuncScenario Notes: NA
Shopping:
To Buy/Do: - Handy Haversack (2000g, 5lb); - Boots of Elvenkind (2500g, 1lb); - Belt of Incredible Dexterity +2/+4/+6 (4000g, 1lb); - Eyes of the Eagle (2500g, 0lb); - Goggles of Minute Seeing (2500g, 0lb); - Deep Red Sphere (Cracked) Ioun Stone (200g, 0lb); +1 competence bonus on one Dexterity-based skill - Pale Ruby Trillian (Cracked) Ioun Stone (200g, 0lb); +1 competence on stealth checks - Dusty Rose Prism (Cracked) Ioun Stone (500g, 0lb); +1 competence to ini - Pale Ruby Trillian (Normal) Ioun Stone (5000g, 0lb); +5 competence on stealth checks - Dark Blue Rhomboid (Cracked) Ioun Stone (400g, 0lb); +1 competence bonus on Perception and Sense motive checks
shopping (chronicle #8): Wand of Heightened Awareness (2PP, 0lb) (50/50); 1x Oil of Magic Weapon 50 GP shopping (chronicle #7): Rope, silk (5g, 5lb); Courtier's Outfit (30g, 6lb); Wand of Longstrider (2PP, 0lb) (50/50); 1x Potion of CLW 50 GP; 1x Antitoxin 50 GP; 1x Antiplague 50 GP; 1x Meditation tea 30 GP; 1x Oil of Bless Weapon 50 GP; 2x Earplugs 0.03 GP; Spellcasting services 30 GP (communal delay poison) shopping (chronicle #6): Wand of Bless (2PP, 0lb) (50/50); shopping (chronicle #5): Wand of Comprehend Languages (2PP, 0lb) (50/50); shopping (chronicle #4): Wand of Endure Elements (2PP, 0lb) (50/50); Mithral Chain Shirt (1100g, 12.5lb); MW Thieves' Tools (100g, 2lb)sold, rebuild (chronicle #3): Elven Leafblade, cold iron (-80g, 3lb); Elven Leafblade, silver (-60g, 3lb)
shopping (chronicle #2): Elven Leafblade, cold iron (80g, 3lb); Elven Leafblade, silver (60g, 3lb); Dagger, cold iron (4g, 1lb); Dagger, silver (22g, 1lb); Spiked Gauntlet (5g, 1lb); Rope, silk (5g, 5lb); Wand of Infernal Healing (2PP, 0lb) (50/50);
Done: BAB, Saves, CMB, CMD, ACP, Skills, Feat, Attacks, Equipment, Encumbrance, buy a new wand with 2 PP To Do: check wand uses ------ Rosla is a not-so-tall elven chick with a scarred face.
Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom. __________________________________________________ DEFENSE
CMD 18
OFFENSE
CMB +2
LONGBOW? Light Crossbow +7 (1d8/19-20/x2) 80 ft.
cold iron Dagger thrown +7 (1d4/19-20/x2)
silver Dagger thrown +7 (1d4/19-20/x2)
Melee Sneak Attack + 1d6
MW cold iron Elven Leafblade +8 (1d4/18-20/x2)
MW silver Elven Leafblade +8 (1d4-1/18-20/x2)
Spiked Gauntlet +7 (1d4/20/x2)
Sap +7 (1d6-1/20/x2)
cold iron Dagger +7 (1d4/19-20/x2)
silver Dagger +7 (1d4-1/19-20/x2)
Unarmed Strike +7 (1d3/20/x2)
__________________________________________________ STATISTICS
Str 11, Dex 20, Con 10, Int 14, Wis 12, Cha 7
SKILLS:
[dice=Acrobatics - ACP]1d20+11-0[/dice] <3 ranks> [dice=Appraise]1d20+2[/dice] [dice=Bluff]1d20-2[/dice] [dice=Climb - ACP]1d20+4-0[/dice] <1 rank> [dice=Craft: Traps]1d20+10[/dice] <3 ranks, MW Artisan's tools (trapmaking) +2> [dice=Craft: Anything]1d20+2[/dice] [dice=Diplomacy]1d20+2[/dice] <1 rank> [dice=Disable Device t - ACP]1d20+14-0[/dice] <3 ranks, MW thieves's tools +2, trapfinding +1> [dice=Disguise]1d20-2[/dice] [dice=Escape Artist - ACP]1d20+10-0[/dice] <2 ranks> [dice=Fly - ACP]1d20+5-0[/dice] [dice=Handle Animal t]1d20-2[/dice] NA [dice=Heal]1d20+1[/dice] [dice=Intimidate]1d20-2[/dice] [dice=Knowledge: Dungeoneering t]1d20+6[/dice] <1 rank> [dice=Knowledge: Engineering t]1d20+2[/dice] [dice=Knowledge: Geography t]1d20+6[/dice] <1 rank> [dice=Knowledge: Local t]1d20+6[/dice] <1 rank> [dice=Linguistics t]1d20+6[/dice] <1 rank> [dice=Perception]1d20+9[/dice] (+1 vs traps) <3 ranks, racial trait +2> [dice=Perform: Any]1d20-2[/dice] [dice=Profession: Any]1d20+1[/dice] [dice=Ride - ACP]1d20+5-1[/dice] [dice=Sense Motive]1d20+5[/dice] <1 rank> [dice=Sleight of Hand - ACP]1d20+9-0[/dice] <1 rank> [dice=Spellcraft t]NA[/dice] [dice=Stealth - ACP]1d20+11-0[/dice] <3 ranks> [dice=Survival]1d20+5[/dice] <1 rank> [dice=Swim - ACP]1d20+4-0[/dice] <1 rank> [dice=UMD]1d20+8[/dice] <3 ranks, trait: use INT instead of CHA> __________________________________________________ EQUIPMENT AND GOLD
On person
__________________________________________________ APPEARANCE
Height 5'9"
SPECIAL ABILITIES
Class Features Slayer:
Weapon and Armor Proficiency A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields). Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. Sneak Attack At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional 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 unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer 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 slayer cannot use sneak attack while striking a creature with concealment. Class Features Slayer (Sniper Archetype):
Accuracy (Ex) At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track. Class Features Rogue (unchained):
Weapon and Armor Proficiency 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. Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. ===> Elven Leafblade 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. 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. 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 (see page 82) 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. 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. Slayer Talents:
===> Two-Weapon Fighting Rogue Talents:
Trap Spotter (Ex) Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. Canny Observer (Ex) When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus. Fast Stealth (Ex) This ability allows a rogue to move at full speed using the Stealth skill without penalty. Befuddling Strike (Ex) When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds. . Faction Rewards: none so far Feats:
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Weapon Finesse With a light weapon, 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. Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Two-Weapon Fighting 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. Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.[/s] Traits:
Bestial Wrath (Religion: Rovagug) When you strike hard, you strike deep. You gain a +2 trait bonus on critical confirmation rolls. Pragmatic Activator (Magic) While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Indomitable Faith (Faith) You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution Elves are nimble, both in body and mind, but their forms are frail. Low-Light Vision Elves can see twice as far as humans in conditions of dim light. Medium Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed Elves have a base speed of 30 feet. Elven Immunities Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses Elves receive a +2 racial bonus on Perception checks. Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. Languages Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Alternative Racial Traits:
Silent Hunter Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic. Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character. Non-Combat
Combat
PFS Boons:
Placeholder: Placeholder. Scenario List:
1) #00-05 Mists of Mwangi: 1 XP, 2 PP, 509 + 5 gold 2) #06-18 From Under Ice: 1 XP, 2 PP, 508 + 20 gold 3) #00-06 Black Waters: 1 XP, 2 PP, 550 + 10 gold 4) #05-01 The Glass River Rescue: 1 XP, 2 PP, 516 + 5 gold 5) #02-S Year of the Shadow Lodge: 1 XP, 2 PP, 500 + 20 gold 6) #07-10 The Consortium Compact: 1 XP, 2 PP, 430 + 5 gold 7) #07-05 School of Spirits: 1 XP, 2 PP, 1202 + 10 gold Total XP: 7 Total Fame: 14 (3,000 gold cap / next level at Fame 18: 5,250 gold) Current Prestige: 2 (-2 for shopping +2 earned(chronicle #7) = 2) Chronicle Info:
Player: Chris N. aka kaervek78 Character Name: Rosla el Func PFS #: 331079-11 Faction: Liberty's Edge Day Job: craft (traps) Normal Progression Test:
"Rosla el Func." Rosla is ... Plan:
Rosla El Func will go the "two-weapon fighting, crit-fishing, intelligent (but crazy) skill monkey rogue" route. She needs a few levels of Slayer and Fighter (for bonus feats) to pull this off. Lots of attacks with a pair of elven leaf blades (exotic light weapons) with a crit range of 18-20/x2 (later 15-20 from Improved Critical) and +2 to crit confirmation... and on top of that +2 from a trait (and later another +4 from Critical Focus). Slayer (Sniper) 1 / Rogue (unchained) 1+2+3 / Slayer (Sniper) 2 / Rogue (unchained) 4 / Fighter (Weapon Master) 1 / Rogue (unchained) 5+6 / Fighter (Weapon Master) 2+3 / Rogue (unchained) 7 / Fighter (Weapon Master) 4 / Rogue (unchained) 8+9+10+11+12 Feats at Level
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