Female (she/her) human Rogue (multiclass Bard) 1 | AC 18 + 1 shield + 1 vs Trap attacks Perception +5 (May use Stealth +6 or Deception +7 for initiative ) F 3 R 8 W 5 | Trap Finder feat
About Shasta Gainesmoor
Shasta Gainesmoor # 105836-2008
Female (she/her) Human Rogue (bard multiclass) 1
Ancestry Human, Versatile Human
Racket Eldritch Trickster
Background Saloon Entertainer
Class DC 17
Faction Grand Archive
Str 12 (1) Dex 16 (3) Con 10 (0) Int 12 (1) Wis 10 (0) Cha 18 (4)
AC 18 + 1 Shield if shield is raised circumstance bonus + Nimble Dodge ↺ +2 circumstance bonus
+1 circumstance bonus to AC from Traps
Hit Points 16
Perception +5
+2 to all initiative rolls from feat Incredible Initiative
On the first round of combat, if you roll Deception (+9) or Stealth (+8) for initiative, creatures that haven't acted are off-guard to you.
+1 circumstance bonus to Perception checks to find traps (Automatic; does not require the seek action)
Fort +6 Ref +8 Will +5
+1 circumstance bonus to saves against traps
[dice=Flyssa]1d20 + 6[/dice]
[dice=Damage, P or S]1d6 + 1[/dice]
[dice=Starknife melee]1d20 + 6[/dice]
[dice=Damage, P or S]1d4 + 1[/dice]
[dice=Corset Knife]1d20 + 6[/dice]
[dice=Damage, p or S]1d4 + 1[/dice]
[dice=Shortbow]1d20 + 6[/dice]
[dice=Damage, P]1d6[/dice]
[dice=Deadly Damage, P]1d10[/dice]
[dice=Hand Crossbow]1d20 + 6[/dice]
[dice=Damage, P]1d6[/dice]
[dice=Bola]1d20 + 6[/dice]
[dice=Damage, B]1d6[/dice]
[dice=Starknife, thrown]1d20 + 6[/dice]
[dice=Damage, P or S]1d4 + 1[/dice]
[dice=Corset Knife, Thrown]1d20 + 6[/dice]
[dice=Damage, P or S]1d4 + 1[/dice]
Sneak Attack:
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Ways to put target off-guard:
Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
Skill Deception
Action Feint ◆
Trait mental
Requirements You are within melee reach of the target you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC.
Critical Success You throw your enemy's defenses against you entirely off. The target is off-guard against melee attacks that you attempt against it until the end of your next turn.
Success Your foe is fooled, but only momentarily. The target is off-guard against the next melee attack that you attempt against it before the end of your current turn.
Critical Failure Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.
Skill Deception
Action Create a Diversion ◆
Trait Manipulate or Auditory and linguistic
With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away) This lasts until the end of your turn or until you do anything except Step or use the Stealth skill to Hide or Sneak. If you Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
Note Can get a potential bonus on the deception check using figment cantrip.
Skill Stealth
Action Hide ◆
Trait Secret
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you're observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you're now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
Skill Stealth
Action Sneak ◆
Traits Move, Secret
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you're moving, the bonus increase from Taking Cover doesn't apply. You don't get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You're undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You're hidden from the creature throughout your movement and remain so.
Critical Failure
You're spotted! You're observed by the creature throughout your movement and remain so. If you're invisible and were hidden from the creature, instead of being observed you're hidden throughout your movement and remain so.
Being Stealthy
If you want to sneak around when there are creatures that can see you, you can use a combination of Hide and Sneak to do so.
First, Hide behind something (either by taking advantage of cover or having the concealed condition due to fog, a spell, or a similar effect). A successful Stealth check makes you hidden, though the creatures still know roughly where you are.
Second, now that you're hidden, you can Sneak. That means you can move at half your Speed and attempt another Stealth check. If it's successful, you're now undetected. That means the creatures don't know which square you're in anymore.
If you were approaching creatures that didn't know you were there, you could begin Sneaking right away, since they didn't know your location to start with. Some actions can cause you to become observed again, but they're mostly what you'd expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. Unobtrusive actions, such as Recalling Knowledge or reloading a weapon, allow you to remain hidden or undetected. If you Strike someone after successfully Hiding or Sneaking, though, they're off-guard to that Strike.
Creatures can try to find you using the Seek action.
Three conditions explain the states of detection. Remember that these conditions are relative to each creature—you can be observed by one creature while hidden to another and undetected by a third. Observed: You're in the creature's clear view. Hidden: The creature knows your location but can't see you. Undetected: The creature doesn't know your location.
Studded Leather Armor
Source Player Core pg. 273 2.0
Price 3 gp; AC Bonus +2; Dex Cap +3; Check Penalty -1; Speed Penalty —
Strength +1; Bulk 1
Category Light; Group Leather
This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.
Buckler
Source Player Core pg. 274 2.0
Price 1 gp; AC Bonus +1; Speed Penalty —
Bulk L; Hardness 3; HP (BT) 6 (3)
This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.
Flyssa Traits Agile, Finesse, Versatile P
Source Treasure Vault pg. 27 2.0
Price 1 gp; Damage 1d6 S; Bulk L Hands 1
Type Melee; Category Martial; Group Knife
This single-edged blade has a guardless hilt. Often decorated with elaborate etchings, a flyssa is longer than most daggers but shorter than average for most swords, making it useful in close and pitched combat.
Starknife
Traits Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S
Source Tian Xia Character Guide pg. 127, Player Core pg. 278 2.0
Price 2 gp; Damage 1d4 P; Bulk L Hands 1
Type Melee; Category Martial; Group Knife
From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances.
Corset Knife Traits Agile, Concealable, Finesse, Thrown 10 ft.
Source Treasure Vault pg. 26 2.0
Price 3 sp; Damage 1d4 P; Bulk L Hands 1
Type Melee; Category Simple; Group Knife
A favored self-defense weapon among bar and tavern workers, the corset knife has a weighted hilt and a cylindrical, needlelike blade designed to be easily hidden in clothing, but quickly retrieved in a pinch.
Bola Traits Nonlethal, Ranged Trip, Thrown
Source Player Core pg. 280 2.0, Advanced Player's Guide pg. 248 2.0, Gods & Magic pg. 120 2.0, Treasure Vault pg. 30 2.0
Price 5 sp; Damage 1d6 B; Bulk L Hands 1; Range 20 ft.
Type Ranged; Category Martial; Group Sling
This throwing weapon consists of weights tied to the end of long cords, which can be used to bludgeon foes or entangle their legs.
Ranged Trip The weapon can be used to Trip with the Athletics skill within the weapon’s first range increment. The skill check takes a –2 circumstance penalty. You can add the weapon’s item bonus to attack rolls as a bonus to the check. A ranged trip weapon doesn’t deal any damage when used to Trip. These weapons are usually thrown.
Hand Crossbow
Source Player Core pg. 280 2.0
Price 3 gp; Damage 1d6 P; Bulk L Hands 1; Range 60 ft.; Reload 1
Type Ranged; Category Simple; Group Crossbow
Ammunition Bolts
Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It's small enough to be shot one-handed, but it still requires two hands to load.
Shortbow Traits Deadly d10
Source Tian Xia Character Guide pg. 128, Player Core pg. 280 2.0
Price 3 gp; Damage 1d6 P; Bulk 1 Hands 1+; Range 60 ft.; Reload 0
Type Ranged; Category Martial; Group Bow
Ammunition Arrows
This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.
Lantern (Hooded)
Source Player Core pg. 288 2.0
Price 7 sp Hands 1; Bulk L Item 0
A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.
Oil
Source Player Core pg. 290 2.0
Price 1 cp Item 0 Hands 2; Bulk —
You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.
Marbles
Source Grand Bazaar pg. 58
Price 2 sp Item 0 Hands 1; Usage held in 1 hand; Bulk L
These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 13 Acrobatics check or Reflex save (its choice) or fall prone. Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling.
Powder
Traits Consumable
Source Grand Bazaar pg. 92
Price 1 sp Item 0 Hands 1; Usage held in 1 hand; Bulk L
A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help pinpoint invisible creatures. You can throw the powder into an adjacent square as an Interact action. If there's a creature in that square, it becomes temporarily observed until the end of your turn, though the creature still has concealment due to invisibility. The powder quickly falls away or becomes invisible itself, preventing you from tracking the creature indefinitely.
Musical Instrument (Handheld)
Source Player Core pg. 290 2.0
Price 8 sp Item 0 Hands 2; Bulk 1
Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments.
Ancestry and Heritage:
Ancestry
Human
Hit Points 8
Size Medium
Speed 25 feet
Heritage
Versatile Human
Source Player Core pg. 63 2.0
Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Bonus General Feat
Incredible Initiative
Feat 1
Trait General
Source Player Core pg. 256 2.0
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Ancestry Feat 1
Natural Ambition
Ancestry Feat 1
Trait Human
Source Player Core pg. 64 2.0
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites.
Nimble Dodge ↺
Feat 1
Trait Rogue
Source Player Core pg. 169 2.0
Trigger A creature targets you with an attack and you can see the attacker
Requirements You are not encumbered
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Background:
Saloon Entertainer
Source Guns & Gears pg. 123 2.0
All you want to do is entertain the people, but sure enough, bad news seems to follow you. Gunfights, brawls, robberies, and more befall establishments you play at, and word is quick to spread. Keep one town ahead of the gossip, and you just might be able to play a gig, command a stage, or run a table again.
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You're trained in the Performance skill, and a Lore skill of your choice (Games). You gain the Virtuosic Performer skill feat.
Virtuosic Performer
Feat 1
Traits General Skill
Source Player Core pg. 264 2.0
Prerequisites trained in Performance
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
Specialty Strings (Fiddle, harp, lute, viol)
Rogue Class:
Key Attribute Charisma
At 1st level, your class gives you an attribute boost to Charisma. (Eldritch Trickster)
Hit Points 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Perception
Expert in Perception
Saving Throws
Trained in Fortitude
Expert in Reflex
Expert in Will
Skills
Trained in Stealth
Trained in one or more skills determined by your rogue's racket
Trained in a number of additional skills equal to 7 plus your Intelligence modifier 7 + 0 + 2
Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in unarmored defense
Class DC
Trained in rogue class DC
Rogue Racket
Eldritch Trickster
Source Advanced Player's Guide pg. 134 2.0
When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.
Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score. Charisma
Bard Dedication Feat 2 Feat 1 from Eldritch Trickster Racket
Traits Archetype, Dedication, Multiclass
Source Player Core pg. 216 2.0
Archetype Bard
Class Bard
Prerequisites Charisma +2
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants.
Spells Chosen
Figment ◆◆ Cantrip 1
Traits Cantrip Concentrate Illusion Manipulate Subtle
Source Player Core pg. 331 2.0
PFS Note If a visual figment occupies the entirety of a 5x5 cube, it can provide cover or concealment, but not both, for a medium or smaller creature. It does not block line of sight.
Range 30 feet
Duration sustained
You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.
Telekinetic Projectile ◆◆ Cantrip 1
Traits Attack Cantrip Concentrate Manipulate
Source Player Core pg. 363 2.0
Range 30 feet; Targets 1 creature
Defense AC
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Muse
Enigma
Source Player Core pg. 98 2.0
Your muse is a mystery, driving you to uncover the hidden secrets of life and the multiverse. These muses can be people you cannot fully grasp, texts layered deeply with symbolism, or emotional paradoxes that underline a lifetime's work. If your muse is an otherworldly creature, it might be a mysterious aeon or an occult dragon; if a deity, it might be Irori or Nethys. Art inspired by an enigma muse could be cryptic, eerie, or laden with speculation and conspiracy.
As a bard with the enigma muse, you support your allies by providing knowledge alongside inspiration and occult support.
Muse Feat Bardic Lore [Not granted as part of bard multiclass]
Sneak Attack
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
Rogue Feats:
At 1st level and every even-numbered level, you gain a rogue class feat.
Trap Finder
Feat 1
Traits Investigator Rogue
Source Player Core pg. 169 2.0, Player Core 2 pg. 107 1.1
You have an intuitive sense that alerts you to the presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Note Ancestry/Heritage gave an extra Rogue Class Feat 1: Nimble Dodge
Skill Feats
You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat.
Bon Mot ◆
Feat 1
Traits Auditory Concentrate Emotion General Linguistic Mental Skill
Source Player Core 2 pg. 228 1.1
Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.