Worshipper of Cayden Cailean

Simza Purrun's page

33 posts. Alias of hustonj.


Full Name

Simza Purrun

Race

Varisian Human

Classes/Levels

Rogue 1 | Init+5 | HP 8/8 | AC15/T13/F12/CMD12 | F+0/R+6/W+1 | Per+10+/SM+7

Gender

F

Size

5' 2"; 110#

Age

28

Special Abilities

Trapfinding; Sneak Attack

Alignment

CG

Deity

Desna

Languages

Common (Taldane), Varisian, Hallit, Skald, Varisian Sign Language

Strength 8
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 12
Charisma 14

About Simza Purrun

Description: Despite being shorter than most women, her slender, lithe dancer's frame and the simple power of her presence make this woman hard to miss. Her traditional colorful clothing and multiple scarves, along with her coloration, makes it easy to assume she is Varisian. She has both arms and armor, but the scarves are arranged to help you ignore them, unless you are looking for them.

Background:
Simza grew up in an Ustlavian Varsian caravan. As dedicated followers of Desna, the group refused to simply leave the poor common folk untended and alone, trying instead to bring hope and good cheer to the masses as they traveled about in the land so poisoned by the Whispering Tyrant. As she aged into helping, Simza danced, juggled, and tumbled with others from the caravan, as well as helping relieve some of the more well to do of things they had no real need to keep. She also assisted the elders in preparing the various draughts and tools they needed to help defend the caravan and keep the members healthier.

She, of course, remembers none of this.

But she feels trapped, confined in the asylum, and that rings up against the longstanding fears of having the rich and powerful catch and punish her and her friends. This is why she's twitchy. And why finding her way to freedom means as much to her as it does.

Her natural inclination will be to encourage hope and positive thoughts among those she's with.


Other core information:
Alignment: CG

Patron Diety: Desna

Type: Humanoid (Human - Varisian)


Combat:
Init +5 (Dex+3, Twitchy+2)
Speed 20', 30' w/o pack

Melee -1, Ranged/Finesse +3, CMB-1/+3 (BAB+0, Str-1, Dex+3)

Standard Attacks
Rapier +3 for 1d6-1 @ 18+, P
[Finesse]
Bladed Scarf +3 for 1d6-1 @ xs, S, Trip/Disarm
[Finesse]
Starknife +3 for 1d4-1 over 20' @ x3, P
[Finesse or Ranged]

Bladed Scarf: +2 CMB to Disarm
Deft Maneuvers: +2 CMB to Trip or Disarm, does not provoke
Sneak Attack: +1d6 damage

AC 15, T13, FF12, CMD12 (Armor 2, Dex+3, BAB+0, Str-1)

HP 8 (8+1xCon+0)

Fort +0 (Base+0, Con+0)
Ref +6 (Base+2, Dex+3, Twitchy+1)
Will +1 (Base+0, Wis+1)

Varisian Tattoo+1 trait vs charm & compulsion effects


Class Choices:
None, yet

Skills & Languages:
8 + Int 3 + Skilled 1 + Favored Class 1 = 13 Adventuring & 2 Background per Rogue Level
4 + Int 3 + SKilled 1 = 8 Adventuring & 2 Background per Sleepless Detective Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 7-Acrobatics (Dex) 3+1+3+ACP
+ 7 Appraise (Int) 3+1+3
+ 6 Bluff (Cha) 2+1+3
- 1-Climb (Str) -1+0+0+ACP
+ 7 Craft (Alchemy) (Int) 3+1+3 {Background Skill}
+ 6 Diplomacy (Cha) 2+1+3
+ 8-Disable Device (Dex) 3+1+3+1 Trapfinding+ACP
+ 2 Disguise (Cha) 2+0+0
+ 7-Escape Artist (Dex) 3+1+3+ACP
+ 3-Fly (Dex) 3+0+0+ACP
+ 1 Heal (Wis) 1+0+0
+ 2 Intimidate (Cha) 2+0+0
+ 7 Knowledge (dungeoneering) (Int) 3+1+3
+ 7 Knowledge (local) (Int) 3+1+3
+ 4 Knowledge (religion) (Int) 3+1+0
+10+Perception (Wis) 1+1+3+3 Skill Focus+2 Alertness(+1 Trapfinding to locate traps)
+ 6 Perform (Dance) (Cha) 2+1+3
+ 3-Ride (Dex) 3+0+0+ACP
+ 7 Sense Motive (Wis) 1+1+3+2 Alertness
+ 7-Sleight of Hand (Dex) 3+1+3+ACP {Background Skill}
+ 7-Stealth (Dex) 3+1+3+ACP
+ 1 Survival (Wis) 1+0+0
- 1-Swim (Str) -1+0+0+ACP

ACP: -3 w/ Pack, -0 w/o

Deft Maneuvers: Feint as Move Action

Languages Known: Common (Taldane), Varisian, Hallit, Skald, Varisian Sign Language


Feats & Traits:
** Feats **
* EitR Freebeis *
<Defensive Stance - BAB +1 required>
<Risky Strike - BAB +1 required>
Finesse

* Character Selections *
H Alertness
1 Skill Focus (Perception)
UR Deft maneuvers
3 <Deft Hands>
5 <Stealthy>
7
9
11
13
15
17
19

** Traits **
Campaign: Strange Aeons: Twitchy: You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.

Race: Human - Varisian: Varisian Tattoo: You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.


Gear:
240 GP Budget
FREExxx Explorer's Outfit (8#, Sturdy boots, leather breeches, belt, shirt, gloves, cloak, scarves)
xx3.0.0 Entertainer's Outfit (4#, Skimpy dancing outfit) - Pack
x12.0.0 Bladed Scarf (2#, 1d6/x2/S/Disarm, Trip/Two-handed)
x20.0.0 Rapier (2#, 1d6/18+/P/One-Handed)
x15.0.0 Lamellar Cuirass (8#, +2/+4/-0/5%/30')
x24.0.0 Starknife (3#, 1d4/x3/20'/P)
100.0.0 MW Thieves' Tools (2#)
xx1.0.0 Belt Pouch (.5#)
x50.0.0 MW Backpack (4#)

225.0.0 Spent for 33.5# (25.5# w/o Pack)
15.0.0 coin on hand

Light <= 26# [30#] (By armor)
Medium <= 53# [60 #] (+3/-3/20'/x4)
Heavy <= 80# [90#] (+1/-6/20'/x3)


Unchained Rogue (Base):
Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.

Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.


Sleepeless Detective:
Requirements:
Feats: Alertness.
Skills: Craft (alchemy) 5 ranks, Knowledge (local) 2 ranks, Perception 5 ranks, Sense Motive 5 ranks.

Class Skills: Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), and Sense Motive (Wis).
Skill Points at each Level: 4 + Int modifier.

Hit Die: d8.

Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +1 +1 Canny sleuth, forensic thaumaturgy, sneak attack +1d6
2nd +1 +1 +1 +1 Follow clues
3rd +2 +1 +2 +2 Deductive examination 3/day
4th +3 +1 +2 +2 Eye for detail, sneak attack +2d6
5th +3 +2 +3 +3 Hematomancy 3/day
6th +4 +2 +3 +3 Thoughtful reexamination
7th +5 +2 +4 +4 Discern lies, sneak attack +3d6
8th +6 +3 +4 +4 Predictive riposte
9th +6 +3 +5 +5 Pierce deception
10th +7 +3 +5 +5 Reconstruction, sneak attack +4d6

The following are class features of the Sleepless detective prestige class.

Weapon and Armor Proficiency: A Sleepless detective gains no additional weapon or armor proficiencies.

Canny Sleuth (Ex): A Sleepless detective adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.

Forensic Thaumaturgy (Su): A Sleepless detective can cast detect magic at will as a spell-like ability (caster level equal to her class level). When using detect magic (or spells that function as detect magic, such as arcane sight), the detective treats recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round can determine exactly how long the lingering aura has been there (effectively allowing the Sleepless detective to learn when the spell or magic item that caused the aura was cast or destroyed, respectively).

Sneak Attack (Ex): This ability is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 for every three levels beyond the first. If a Sleepless detective gets a sneak attack bonus from another source, the bonuses on damage stack.

Follow Clues (Ex): At 2nd level, a Sleepless detective can use Perception to follow tracks as per the Survival skill, as though she possessed the follow clues rogue talent (Advanced Player’s Guide 130). If the detective already has this ability from another class, she can move at her normal speed while tracking with the Perception skill without taking the usual –5 penalty on her Perception checks.

Deductive Examination (Sp): At 3rd level, the Sleepless detective can use the spell residual tracking three times per day as a spell-like ability (caster level equal to her class level).

Eye for Detail (Ex): At 4th level, a Sleepless detective’s keen eye for detail helps her notice hidden traps, doors, and clues. The detective is entitled to an immediate Perception check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking. This check should be made in secret by the GM. If the detective would already receive such a check because of an ability from some other source (such as the trap spotter rogue talent), the GM should roll the Perception check twice whenever the Sleepless detective is within 10 feet of a trap and use the higher result.

Hematomancy (Sp): At 5th level, a Sleepless detective learns to extract information from blood and other bodily fluids through extensive alchemical analysis. The detective can use the spell blood biography three times per day (caster level equal to her class level). When using this ability, any type of bodily fluid or part of a creature’s body will suffice in place of blood.

Thoughtful Reexamining (Ex): At 6th level, a Sleepless detective can reach new conclusions by reexamining the facts of her investigation. This functions as the advanced rogue talent of the same name (Advanced Player’s Guide 132). If the detective has the thoughtful reexamining ability from another class, she can use the ability one additional time per day.

Discern Lies (Sp): At 7th level, a Sleepless detective can use discern lies, as the spell, for a number of rounds per day equal to her class level (caster level equal to her class level). These rounds need not be consecutive. Activating this ability is an immediate action.

Predictive Riposte (Ex): At 8th level, a Sleepless detective’s insight into human nature allows her to predict and counter her opponents’ attacks. As a standard action, she can designate an opponent within 30 feet as the target of her predictive riposte, gaining a +4 insight bonus to AC against that opponent’s attacks. Once per round, after a melee attack from the designated target misses her, the detective can spend an immediate action to make a single melee attack against that opponent as long as it is within her threatened area. This counts as her attack of opportunity for this round. If the detective’s attack hits, she may add her sneak attack bonus on her damage roll. The bonuses from this ability last until the end of combat, or until the detective designates a new target of her predictive riposte.

Pierce Deception (Sp): At 9th level, a Sleepless detective can see as though under the effect of the spell true seeing for a number of rounds per day equal to her class level (caster level equal to her class level). These rounds need not be consecutive. Activating this ability is a free action.

Reconstruction (Su): At 10th level, once per day a Sleepless detective can combine her investigative insight with her magical senses to mentally reconstruct the recent history of an item or place. The detective must be able to examine the item or area for 10 minutes, after which she can view the events of the past 24 hours as though she had a scrying sensor present when those events took place. This ability shows her any events which took place within 60 feet of the examined area, or any creature or object that physically touched the item or area in question. Her vision is not obstructed by concealment, and she can see and identify magical auras as though under the effect of arcane sight. A reconstruction shows creatures and objects as they actually are, unobscured by even powerful illusion magic such as screen, though transmuted creatures and objects appear in their altered forms.


Ustlavian Varisian Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Attributes:
20 Point Buy
Points Race Level Gear Current
-2 x8 +0 x8 +0 x8 +0 S x8 -1
x5 14 +2 16 +0 16 +0 D 16 +3
xx 10 +0 10 +0 10 +0 C 10 +0
10 16 +0 16 +0 16 +0 I 16 +3
x2 12 +0 12 +0 12 +0 W 12 +1
x5 14 +0 14 +0 14 +0 H 14 +2