Gender |
N Male Gnome Rogue [Unchained] (Sylvan Trickster) HP 18/18 | AC 17, T 14, FF 14 |F 1, R 6, W 2 |CMB 1, CMD 15 |Perception +7 | Init +5 | Low Light & Darkvision |
About Tenzekil Orlovsky
Name: Tenzekil Orlovsky LEVEL 3
Race: Gnome /type 1-of-a-kind /sex : Male /size : S XP:
Class: Rogue [Unchained] (Sylvan Trickster)
Alignment: Age 50
Height: 3’7” Weight: 39 Hair: Avocado eyes: Eggplant Skin: Almond
Init +5 ; Senses low light, Darkvision . Perception +7
ATTRIBUTES
Current mod Starting Racial Magic Misc. Cost
STR 10 0 10 -2 2
DEX 16 +3 10 0 10
CON 11 0 9 +2 -1
IQ 16 +3 10 0 10
WIS 12 +1 10 0 2
CHA 14 +2 10 +2 2
Total BAB Str mod Size/ dex Misc / size
CMB 1 +2 0 -1 0/-
CMD 10+ 15 +2 0 +3 +1/-1
Defense
AC 17 ,14 touch, 14 flat-footed (+ 3 armor, +1 size, + 3 Dex, + , NA)
HD: d8 Hp 18
Parade Armor +3
Save Total Base Ability Racial Misc Misc Misc
Fort 0 0 +0
Reflex 6 3 +3
Will 1 0 +1
Defensive Abilities:
Offence
Base Attack Bonus: 0 /+1 size
Weapon Atk bonus Critical Type Range Ammo Damage
Lt crossbow +5 19 P 80 1d6
Rapier +5 18 P 1d4+3
TRAITS
• Ability Score Modifiers: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
• Type: Gnomes are Humanoid creatures with the gnome subtype.
• Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
• Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
• Noble Born: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far fromthe dignity and decadence your distant cousins know. Although you are associated with an esteemed name, Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”
• Excitable (Gnome):Benefit: You gain a +2 trait bonus on all Initiative checks.
• Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Gnomes can take this trait in place of weapon familiarity.
• Faerie Dragon Magic (2 RP): Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This trait replaces gnome magic.
• Warden of Nature Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.
• Blended View (2 RP): Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Gnomes can take this trait in place of keen senses.
• Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
•DRAWBACK Helpless: You once stood helpless as great harm befell a loved one, and that paralysis sometimes returns when an ally is in a dire position.
Effect The first time per combat encounter that an ally within 30 feet falls unconscious or dies as the result of an attack, you are dazed until the end of your next turn.
FEATS
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
CLASS ABILITIES
Wild Empathy (Ex)
A sylvan trickster can improve an animal’s attitude. This ability functions as the druid ability of the same name, using the sylvan trickster’s rogue level as her effective druid level.
This replaces trapfinding.
Fey Tricks
A sylvan trickster can select a witch hex in place of a rogue talent. At 10th level, the sylvan trickster can select a hex or major hex in place of a rogue talent. At 18th level, a sylvan trickster can select a hex, major hex, or grand hex in place of a rogue talent. She cannot select any hex more than once.
This alters rogue talents.
Weapon and Armor Proficiency
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.
Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, 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 at 11th level and a third at 19th level.
Skills
SKILL LIST
8 IQ (+3 ) / 11 level
@ = class skill +3 ACP (-1)
SKILL Total Attribute Att Mod Ranks Misc mod Misc mod
Acrobatics (6) Dex 2 1
Appraise Int
Bluff (6) Cha 2 1
Climb Str
Craft Int
Craft Int
Craft Int
Diplomacy (7) Cha 2 1 +1
Disable Device (7) Dex 3 1
Disguise Cha
Escape Artist (6) Dex 3 1
Fly Dex
Handle Animal Cha
Heal Wis
Intimidate (6) Cha 2 1
Know - Arcana Int
Know - Dungeon Int
Know - ENG Int
Know - GEO Int
Know - History Int
Know - Local (7) Int 3 1
Know- Nature Int
Know - Noble Int
Know - Planes Int
Know – Religion Int
Linguistics Int
Perception (5) Wis 1 1
Perform Cha
Perform Cha
Profession Wis
Profession Wis
Ride Dex
Sense Motive (5) Wis 1 1
Sleight of Hand Dex
Spellcraft int
Stealth (11) Dex 3 1 +4
Survival Wis
Swim Str 0
Use magic Device Cha
Languages
• Common
• Gnome
• Sylvan
• Draconic
• Dwarf
• Giant
Spells
Level Spells known Per / day Save Dc Used
0
1
2
3
4
5
Spells known
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Equipment
• 26GP
• Parade Armor (House Orlovsky) 25GP
• Light Crossbow 35GP
• 20 Bolts 01GP
• Rapier 20GP
• Rogue Kit 22GP
• MW Theives Tools 110GP
Description / Personality
Tall for a Gnome Tenzekil’s Avocado color hair is usually the first thing people notice; that is if they don’t hear him talking first. And he tends to do that a lot. His skin is Banana colored which offset his Eggplant colored eyes. His near incessant chatting belies that he is really keeping a close eye on what’s going on.
Background
Tenzekil’s story begins a half-century ago when Lord Edwin Orlovsky found him as a toddler. The only survivor of a bandit attack on a small Gnome trade caravan. The Lords wife (having recently lost an infant) insisted on adopting the boy. He was raised in the luxury afforded by nobility. He learned diplomacy and politics as well as less savory skills. When Edwin and his wife died the rest of the family decided the Gnome had to go. The Kings plan to settle the Stolen Lands was the perfect opportunity. So Tenzekil became House Orlovsky’s representative.