Journeyman Carpenter

Saphren's page

1,322 posts. Alias of Skorn.


Full Name

Saphren Darkstep

Race

Half Orc

Classes/Levels

Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Gender

M

Size

M

Age

24

Special Abilities

Darkvision

Alignment

NG

Deity

?

Location

Riddleport

Languages

Common, Orcish, Undercommon, Infernal

Occupation

Rogue

Strength 22
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 7

About Saphren

Saphren

Background:

Born into the den of thieves and corruption that is the docks of Riddleport, Saphren had a childhood of adventure and no little danger. Working first as a runner and later as muscle for whatever boss thug paid better, Saphren developed his style of heavy hitting and soft stepping. Too loyal for his own good and too good hearted to make it rich in Riddleport, he sought adventure elsewhere. His outlook on life dictated that he go someplace where he could justify to himself preying off the local establishment; where those in charge were evil, or at least corrupt. So, after some research, he headed to Cheliax and to Westcrown. He figured that with tieflings and even devils walking about in the city it would be easier for the locals to dismiss the green tint of his skin and his tusks. And some of those bastards there deserved his "Righteous Indignation."

Appearance and Personality:

Tall and well muscled, Saphren' green skin under his armor stands out in the room. His short cropped black hair is often matted by the perpetual hood that he wears. He can often be seen leaning on his falchion.

Saphren is pragmatic. His favorite saying is "You have to be realistic." He tries to be a good person but can be a little vengeful when he thinks he has been wronged. He gives to charity and will act to save the innocent but might take from someone he feels has plenty.

Rogue
Half-orc unchained rogue (scout) 8 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
NG Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +17 (+19 to discover traps, +19 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)

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Defense
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AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural)
hp 87 (8d8+15)
Fort +7, Ref +13, Will +6
Defensive Abilities danger sense +2, evasion, sacred tattoo

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Offense
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Speed 30 ft.

Melee;
+1 falchion +13/+8 (2d4+8/18-20) or
dagger +11/+6 (1d4+5/19-20) or
mwk cold iron falchion +13/+8 (2d4+7/18-20) or sap +11/+6 (1d6+5 nonlethal) or
silver sickle +11/+6 (1d6+4)

Ranged:
Melee +1 falchion +13/+8 (2d4+8/18-20) or
dagger +11/+6 (1d4+5/19-20) or
mwk cold iron falchion +13/+8 (2d4+7/18-20) or sap +11/+6 (1d6+5 nonlethal) or
silver sickle +11/+6 (1d6+4)

Spells and effects up:

Special Attacks scout's charge, skirmisher, sneak attack (unchained) +4d6, +1 to attack in the surprise round

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Statistics
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Str 20, Dex 18, Con 12, Int 10, Wis 12, Cha 7
Base Atk +6; CMB +11; CMD 27
Feats Dodge, Extra Rogue Talent , Furious Focus
Finesse, Weapon Focus (falchion)
Traits & Drawbacks: kobold's neighbor, reactionary, Westcrown Firebrand, Righteous Indignation

Skills:
Acrobatics +16
Appraise +6
Bluff +3
Climb +11
Craft Jewelry +7
Diplomacy +5
Disable Device +22
Disguise -1
Escape Artist +12
Fly +4
Heal +1
Intimidate +3
Knowledge Dungeoneering +4
Knowledge Local +6
Linguistics +5
Perception +17 (+23 to locate traps, +19 Secret Doors)
Ride +4
Slight of Hand +14
Sense Motive +12
Stealth +22
Survival +2
Swim +9
Use Magic Device +910
Racial Modifiers scavenger: +2 Perception on traps, hidden objects, etc: +2 Appraise

Languages Common, Orc

SQ trapfinding +2, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered

Gear:
Weapons:
+1 Falchion
MW Cold Iron Falchion
MW Composite Short Bow (Strength +4)
Silver Sickle
Dagger,
Sap,
MW Sap
Sling,
Sling bullets (10);
Softstone sling bullets (10);

Armor:
+2 Shadow Mithral Chain Shirt

Other Magic:
Amulet of Natural Armor +1
Belt of Dex (Dex) +2
Cloak of Resistance +2
Eyes of the Eagle
Slippers of Spider Climbing
+1 Ring of Protection
cracked pale ruby trillian ioun stone

Mundane:
Rogue's kit,
MW Thieves Tools,
Whetstone,
Wrist sheath, spring loaded (Sap)
Wrist sheath, spring loaded (Potion of Invis)
MW Stealth Boots
caltrops

Consumables:
Alchemical Acid,
Alchemical Fire, X5
Antitoxin
blade guard
clear ear
Vermin Repellant X2,
holy weapon balm
2 smokesticks
Cold Iron Arrows - 20 arrows
Blanch Adamantine - Arrows X10
Blanch Ghost Salt - Arrows X10
Weapon Blanch Siver - Arrows X 20

Gold on hand: 3239

Special: Slippers of Spider Climbing

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Special Abilities
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Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.Darkvision (60 feet) You can see in the dark (black and white only).
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4/+6 You can subtract from your attack roll to add to your damage.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 16 temporary Hp for 1 min.
Sacred Tattoo +1 to all saves.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.