Orvignato

Sarrat K'alt's page

2 posts. Organized Play character for Grayn.


Full Name

Sarrat K'alt

Race

Tiefling

Classes/Levels

M Tiefling Rogue/5; Hp 21; AC 21/T 15/FF 17; F +2/R +7/W +1; CMD 20; CMB +5; Per +7; Init +6; Speed 30, Melee +6, Ranged +6

Gender

Male

Size

Medium

Age

66

Alignment

Neutral

Languages

Common, Infernal

Occupation

Pickpocket

Strength 16
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 10
Charisma 8

About Sarrat K'alt

Mini-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.
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 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.

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
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.

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:
-2400g=159g (27Jun13)
+1268g=1727g (01Aug13)
+1981=3708g (14Aug13)
+1250=4958g (24Aug13)

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.