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About Sarrat K'altMini-Stats:
Sarrat K’alt Tiefling Rogue 5 Fame/PP: 21/15 Init +6; Perception +7 AC 21, touch 15, flat-footed 17 CMD +20/CMB +5 HP 38 (1d8+5+5(FC)) Fort +2, Ref +8, Will +1 Resistance: +5 Fire, +1 All Armor/Weapons:
Mithril Chain Shirt (+1): Type: Light AC Bonus: 6 Check Pen: 0 Max Dex: 5 Wt: 12 Spell Fail: 10 Speed: 30 M/W Long Spear: Total Att. Bonus 8 Range 10 Damage: 1d8+STR Crit: x3 Spear: Total Att. Bonus: 7 Damage: 1d8 Crit: x3 Type: B/P Dagger: Total Att. Bonus: 7 Damage: 1d4 Crit: 19-20/x2 Range: 10 Type: P/S Composite Shortbow: Total Att. Bonus: 6 Damage: 1d6+(STR) Crit: x3 Range: 60 Ammo: Arrows, Common (20) Wt: 5 Type: P Skills:
Acrobatics: 12 Bluff: 5 Climb: 9 Diplomacy: -1 Disable Device: 19 Disguise: -1 Escape Artist: 10 Fly: 4 Handle Animal: -1 Intimidate: -1 Knowledge (Dungeoneering): 5 Knowledge (Local): 5 Perception: 9 Perform: -1 Ride: 4 Sense Motive: 5 Sleight of Hand: 14 Stealth: 20 Survival: 3 Swim: 3 Magic Device: 3 Feats:
Deft Hands: +4 to disable devices. Combat Reflexes: Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. Skill Focus (Stealth): Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Traits:
Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. Benefit: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on Initiative checks. Racials:
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving. Native Outsider: Tieflings are outsiders with the native subtype. Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Tieflings have a base speed of 30 feet. Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Class Features:
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.
Sneak Attack at LVL 5: 3d6 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. 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. 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
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat. Trap Sense: 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. Factions:
Osirion Theives Guild - +2 Slieght of Hand; Use Sleight of Hand as day job. Equipment:
+1 Mithril Chain Shirt Cloak of Resistance (+1) M/W Longspear Dagger Composite Shortbow Arrows (20) Spear Rogue’s Kit (backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), silk rope (50'), soap, Masterwork thieves' tools, torches (10), trail rations (5 days), and a water skin) Pickpocket’s Outfit Cold Wx Gear Fishhooks x2 Cure Medium Wounds, Potion Arrow Grapple Climber’s Kit (+2 Climb) Weapon Blanch, Silver(x2) Weapon Blanch, Cold Iron Weapon Blanch, Ghost Salt Alchemist Fire, (x)2 Alkali Flask Air Crystals AntiPlague Antitoxin Flashpowder Touch of Sea Alchemist Solvent Coin:
Weight: 84 lbs
Background:
Sarrat doesn't know where he came from or who sired him. He did not need sneers, gasps and stares to tell him he was different. Long ago, he had let go of the sting that came when some whispered Tiefling behind his back. For some time, he had found a certain comfort in the title. It gives him a place, an identity. Something he felt painfully lacking due to his missing lineage and very obvious outward appearance.
Most people had no problem recognizing his fiendish ancestry; his body is covered with thick, rough plates, about the size of a walnut. They were dark in color, nearly black, with a reddish hue running through the cracks. His eyes were crystal red, as dark as rubies. Small dark horns protruded through his thick, black hair and curved slightly back. A long, thin tail constantly moved behind him; wrapping around his waist and legs like a snake; occasionally pulling out objects and tools when needed. He was thin, very thin, and tall, as well, but only when he stood upright. He walked slouched, low to the ground, his back severely arched and hands nearly dragging; so, his appearance never seemed intimidating to those around. They barely saw him, as he tries to stay in the shadows. Years living on the out-skirts of society, in the shadow of bands of thieves, hiding if dwarven or gnomish factories, led to honing of skills that kept him alive. Skills that kept him out of the eyes of the populace, as well. These skills did not go unnoticed, not by the watchful eye of the Osarion. After watching him pilfer a tomb by picking a particularly difficult lock and squeezing his thin frame through the cracked door, he was quickly enlisted in their ranks. Sarrat found stability in the multi-racial faction and began at once to make his presence valuable in the eyes of their leader.
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