Rolth

Slygol Fell's page

62 posts. Alias of Black Dow.


Race

Human

Classes/Levels

Rogue 1 | HP 1/7 | AC 15 T 14 FF 11 CMD 15 | F-1, R+6, W+1 | Perc +5 | Init +4 | Move: 30ft. | Sneak Attack +1d6 | Conditions: Bound

Gender

Male

About Slygol Fell

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“When one consorts with assassins, one must expect to dance along the edge of a knife once or twice.”
― R.L. LaFevers, Grave Mercy

“Why is it that if a lord or a king sends you to kill a man, it's somehow noble? But if you do this for yourself, it's murder?”
― Jon Sprunk, Shadow's Son

“Assassins did have a certain code, after all. It was dishonorable to kill someone if you weren't being paid.”
― Terry Pratchett, Men at Arms

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MALE HUMAN ROGUE 1

Chaotic Neutral Medium Humanoid (Human)

Favoured Class: Rogue

Favoured Class Options:

+1 HP
+1 Skill Point (taken @ Level 1)

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MOVEMENT & SENSES:

Speed: 30ft. (Armoured) 30ft. (Unarmoured)
Senses: Perception +4

DEFENCE:

AC 15 (10 Base; +4 DEX; +1 Leather Armour)
Touch AC 14 (10 Base; +4 DEX)
Flat Footed AC 11(10 Base; +1 Leather Armour)
HP 7 (1d8 [8]; -1 CON)
SAVES: Fort -1 Ref +6 Will +1

CMD 14 (10+BAB+STR+DEX)

ATTACKS:

Init: +4
BAB +0
Melee: Shortsword +4* [1d6+1/19-20]; Dagger +4* [1d4+1/19-20] or Silvered Dagger +4* [1d4/19-20]
Ranged: Dagger +4 [1d4+1/19-20] 10ft. or Silvered Dagger +4 [1d4/19-20] 10ft.
Touch Attack: +1
Ranged Touch Attack: +4
Special Qualities: Sneak Attack +1d6
CMB: +1 (BAB+STRMod+SizeMod)

* Weapon Finesse Feat.

ABILITIES: STR 13 (+1) | DEX 18 (+4) | CON 9 (-1) | INT 15 (+2) | WIS 12 (+1) | CHA 7 (-2):

20 Point Build

STR 13 (3 points 3/20)
DEX 18 (17 points 20/20)
CON 9 (+1 point 19/20)
INT 13 (3 points 22/20)
WIS 12 (2 points 24/20)
CHA 7 (+4 points 20/20)

RACE ABILITIES:

Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (INT chosen)
Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

CLASS FEATURES:

Weapon and Armour 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.

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.

FEATS:

Stealthy (General) - Starting 1st Level Character Feat: You are good at avoiding unwanted attention and slipping out of bonds.
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Weapon Finesse (Combat) - Racial Bonus Feat: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

SKILLS & LANGUAGES:

Rogue: 11* [8+2 INT+1 RACE]
The rogue’s class skills are 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).

*12@1st Level due to Favoured Class bonus.

Acrobatics +8: 1 Rank; +4 DEX; +3 Class; -0 Armour
Bluff +2: 1 Rank; -2 CHA; +3 Class
Climb +5: 1 Rank; +1 STR; +3 Class; -0 Armour
Craft (Alchemy) +6: 1 Rank; +2 INT; +3 Class
Disable Device +8: 1 Rank; +4 DEX; +3 Class
Escape Artist +10: 1 Rank; +4 DEX; +3 Class; +2 Feat; -0 Armour
Intimidate +2: 1 Rank; -2 CHA; +3 Class
Knowledge (Local) +6: 1 Rank; +2 INT; +3 Class
Perception +5: 1 Rank; +1 WIS; +3 Class
Profession (Herbalist) +5: 1 Rank; +1 WIS; +3 Class
Sleight of Hand +8: 1 Rank; +4 DEX; +3 Class
Stealth +10: 1 Rank; +4 DEX; +3 Class; +2 Feat; -0 Armour

Languages: Common, Goblin, Undercommon

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EQUIPMENT:

Combat Gear: Leather Armour, Shortsword, 2 Daggers & 1 Silvered Dagger.
Mundane Gear: Traveller’s Outfit (worn); Belt Pouch (holds: coin); Belt Pouch #2 (holds; Thieves Tools, Flint & Steel, Whetstone); Common Backpack (holds: 6 Torches, Trail Rations [3 days], Wineskin [holds 1 quart of wine] & Small Sack.

Magic Items:

Encumbrance: 37.0lbs [LIGHT LOAD: 0-50lbs. MEDIUM 51-100lbs. HEAVY 101-150lbs.]

COIN & TREASURE:

Emperor (PP)[/b]:
Sovereign (GP): 19
Noble (SP): 15
Silver Penny (½ SP): 3
Penny (CP): 10
Gems & Jewellery: Signet Ring (worth 5gp)
Treasure:
Trade Goods:

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