Nameless Assassin

Stroud Zayiin's page

184 posts. Alias of THE LOREMASTER.


Race

Character Image

Classes/Levels

Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

About Stroud Zayiin

Character Name Stroud Zayiin
Alignment Chaotic Good 

Class Rogue (Swashbuckler) 

Level 9

EXP

Deity Sarenrae & Desna 

Homeland Marascar 

Race Human
Size Medium
Gender Male 

Age 30
Height 5'8
Weight 190 lbs
Hair Black
Eyes Brown

STATS
Strength - 10 (+0)

Dexterity - 22 (+6)

Constitution - 12 (+1) 

Intelligence - 10 (+0)

Wisdom - 10 (+0) 

Charisma - 14 (+2)

COMBAT
Hit Points - 71

AC - 24

Speed - 30ft (6 Sq) 

Base Attack - 6/1

CMB - 6 
CMD - 22

SAVES

Fortitude Save - 6

Reflex Save - 14

Will - 5

SKILLS

Acrobatics +18
Appraise +4
Bluff +14
Climb +8
Diplomacy +8
Disable Device +13
Disguise +8
Escape Artist +14
Intimidate +8
Knowledge Dungeoneering +4
Knowledge Local +4
Linguistics +5
Perception +11
Sense Motive +9
Sleight of Hand +11
Stealth +18
Swim +4
Use Magic Device +6

FEATS (+1 Feat)
Weapon Finesse: 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.

Weapon Focus (Scimitar): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Slashing Grace: When you take this feat, choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike), and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Spring Attack: You can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

SPECIAL ABILITIES
Martial Training: At 1st level, the swashbuckler may select one martial weapon (Scimitar) to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.

Sneak Attack: +5d6 Damage, 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.

Evasion: 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.

Daring: At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.

Uncanny Dodge: Starting 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, even 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 (see Chapter 8) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A rogue of 8th level or higher 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.

Combat Trick x2: A rogue that selects this talent gains a bonus combat feat.

Ledge Walker: This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Bleeding Attack (Scimitar): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Resiliency: Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

SPELLS
None

WEAPONS
Sylvan Scimitar +3 (AB:16/11, DAM:1d6+9, CRIT:18-20/x2, TYP:S, RNG:HTH)
- When used outdoors in a temperate climate, it grants Stroud the use of the Cleave Feat and deals an extra 1d6 points of damage. 

Short Bow (AB:11/7, DAM:1d6, CRIT:x3, TYP:P, RNG:60ft, AMMO:20)

MAGIC ITEMS
+2 Mithril Shirt, +3 Sylvan Scimitar, +3 Scimitar, +1 Ring of Protection, +2 Cloak of Resistance, +2 Belt of Incredible Dexterity, 3 Potions of Cure Light Wounds, 1 Potion of Cure Moderate Wounds, Pixie Dust (4 doses), Unicorn Hair (1 strand)

POSSESSIONS

Platinum 0 / Gold 196 / Silver 0 / Copper 0

Diamond Ring (500gp) 
Good Quality Clothing, Backpack (Bedroll, Flint/Steel, 50ft Rope, Tent, Torch, Thieves Tools)