Full Name |
Sideon |
Race |
HP 87/87| AC 27 (Deny Advantage) | F +15 R +21 (Evasion) W +15 | Perc +16 (+18 for Initiative, wins ties) | |
Classes/Levels |
speed 35 ft (Feather Step)| Hero Points: 2 | Active Conditions: |
Gender |
CN male elf (ancient) rogue (thief) 9 l |
About Sideon Senzir
Sideon
Elf Rogue 9
Perception +16 (+18 for Initiative, Wins Ties)
Speed 35 feet (Feather Step)
Languages Common, Elven, Celestial, Draconic, Sylvan, Undercommon
Defenses
AC 27 (Deny Advantage)
Fort +15, Ref +21 (Evasion), Will +15
HP 87
Skills
Acrobatics +16, Arcanae +16, Athletics +11, Deception +13, Diplomacye +15, Intimidation +13, Lore: Bardic +14, Lore: Engineering +14, Medicine +14e, Nature +12, Occultisme +18, Performance +13, Religion +12, Society +14, Stealth +21m, Survival +12, Thieverym +20
Statistics
Str +0, Dex +5, Con +1, Int +3, Wis +1, Cha +2
Items
+1 striking ghost touch cold iron dagger, dagger, +1 resilient shadow leather armor, adventurer's pack, alchemist's fire (lesser), elixir of life (minor), thieves' tools, doubling ring, gold nodule aeon stone, insistent door knocker, ring of the ram, low-grade silver light mace, greater pendant of the occult
Reactions
Recognize Spell
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
Opportune Backstab
Trigger A creature within your melee reach is hit by a melee attack from one of your allies.
When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.
Melee
+1 striking ghost touch cold iron dagger +17 (agile, finesse, thrown 10 ft., Versatile S), Damage 2d4+7 (S)
+1 striking silver light mace +17 (agile, finesse, shove), Damage 2d4+7 (B)
Ranged
+1 striking Shortbow +19 (Deadly d10), Damage 2d6+2 (P)
Dagger +16 (agile, finesse, thrown 10 ft., Versatile S), Damage 1d4+4 (S)
Special Attacks: Sneak Attack +2d6, Debilitating Strike (-10 ft. speed or enfeebled 1)
Bard Spells
Occult DC 22
Spell Attack +12
0: guidance, mage hand
Otherworldly Magic
Arcane DC 23
Spell Attack +13
Shield Hardness 15, +1 AC
Ancestry Feats
Otherworldly Magic
Elf Step
Elven Instincts
Archetype Feats
Bard Dedication (Enigma)
Basic Muse Whispers (Bardic Knowledge)
Class Feats
Trap Finder
Quick Draw
Gang Up
Opportune Backstab
General Feats
Feather Step
Fleet
Skill Feats
Assurance (Medicine)
Continual Recovery
Ward Medic
Foil Senses
Forager
Quick Identification
Quiet Allies
Recognize Spell
Swift Sneak
Trick Magic Item
Bard Dedication (Enigma Muse), Quick Repair, Twin Feint, Trick Magic Item, Feather Step, Quiet Allies, Continual Recovery, Muse's Whispers (Bardic Lore), Gang Up, Swift Sneak, Ward Medic, Fleet, Foil Senses, Assurance: Medicine
Additional Specials
Heritage (Seer), Ancestry: Otherworldly Magic, Racket: Thief, Sneak Attack, Surprise Attack, Deny Advantage, Weapon Tricks
BOTTING (WIP)
Tries to attack from flank. (You know, rogue stuff.) Will use an action to Recall Knowledge at the beginning of combat. If something is vulnerable to fire, or attacking in melee is inconvenient, will use produce flame.
[dice=+1 striking ghost touch cold iron dagger]1d20+17[/dice] for [dice=piercing]2d4+6[/dice]
Twin Feint
[dice=+1 striking dagger]1d20+17[/dice] for [dice=piercing]2d4+6[/dice]
[dice=+1 striking dagger v Flat-Footed]1d20+13[/dice] for [dice=piercing]2d4+6[/dice] and [dice=sneak attack]2d6[/dice]
Saves
[dice=Fortitude]1d20+12[/dice]
[dice=Reflex]1d20+19[/dice] (Evasion)
[dice=Will]1d20+10[/dice]