Aron Kir

Ryker Darkwater's page

57 posts. Organized Play character for KingOfAnything.


Full Name

Ryker Darkwater

Race

| HP: 42/42| AC: 21 (16 Tch, 15* Fl) | CMB: +5, CMD: 21 | F: +3, R: +11, W: +2 | Init: +6 | Perc: +9 (scent 30ft vs. coins, gems), SM: +5

Classes/Levels

| Speed 30ft | Active conditions: None.

Gender

Male CN Human unRogue 6

Size

M

Age

20

Deity

Hanspur

Languages

Common, Kelish, Polyglot, Dwarven, Tien, Osiriani

About Ryker Darkwater

PFS# 93593-6
Ryker
Male human (Taldan) unchained rogue 7 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CN Medium humanoid (human)
Init +6; Senses Perception +10
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Defense
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AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +6 Dex)
hp 48 (7d8+10)
Fort +5, Ref +13, Will +4
Defensive Abilities blade sense +2, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 menacing dagger +10 (1d4+8/19-20) or
. . cold iron dagger +11 (1d4+7/19-20) or
. . cold iron dagger +11 (1d4+7/19-20) or
. . dagger +11 (1d4+7/19-20) or
. . dagger +11 (1d4+7/19-20) or
. . dagger +11 (1d4+7/19-20) or
. . mwk dagger +10 (1d4+4/19-20) or
. . mwk dagger +12 (1d4+7/19-20)
Special Attacks sneak attack (unchained) +4d6
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Statistics
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Str 12, Dex 22, Con 12, Int 13, Wis 10, Cha 10
Base Atk +5; CMB +6; CMD 23
Feats Combat Expertise, Dirty Fighting, Gang Up[APG], Two-weapon Fighting, Wary Smuggler, Weapon Finesse
Traits river rat (marsh or river), smuggler
Skills Acrobatics +16, Appraise +11 (+16 to know value vs. gems), Bluff +7, Craft (alchemy) +5, Diplomacy +7, Disable Device +18, Disguise +4, Escape Artist +11, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (local) +11, Knowledge (nature) +2, Linguistics +9, Perception +10, Ride +7, Sense Motive +5, Sleight of Hand +16 (+19 to hide an object, +19 to conceal a light blade, +21 to conceal small non-weapon object on self, animal, or vehicle), Stealth +16, Survival +0 (+2 to avoid becoming lost), Swim +6, Use Magic Device +4
Languages Common, Dwarven, Gnome, Kelish, Osiriani, Polyglot, Tien
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, rogue talents (resiliency, slow reactions, stand up)
Combat Gear oil of bless weapon, wand of infernal healing (50 charges); Other Gear +1 mithral chain shirt, +1 menacing dagger, cold iron dagger, cold iron dagger, dagger, dagger, dagger, mwk dagger, mwk dagger, belt of incredible dexterity +2, cloak of resistance +2, cracked agate ellipsoid ioun stone, handy haversack, honeytongue elixir, miser's mask[UE], ring of protection +1, sleeves of many garments[UE], traveler's any-tool[UE], wayfinder, smuggler's, bandolier[UE], bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], mirror, piton (4), silk rope (50 ft.), soap, sunrod (2), trail rations (2), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 4,141 gp, 5 sp
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Special Abilities
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Blade Sense +2 (Ex) +2 dodge bonus to AC vs. attacks made against you with light blades.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gang Up You are considered to be flanking your target if two allies threaten that target
Hidden Blade +3 +3 bonus on Sleight of Hand checks to conceal a light blade.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 14 temporary Hp for 1 min.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack (Unchained) +4d8/+4d4 +4d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Stand Up (Ex) Stand up as a free action (provokes AoO) or swift action (no AoO).
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Wary Smuggler +5 to conceal small non-weapon. Always take 10 on perception/sleight of hand/stealth in city.

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