Abra Lopati

Terry the thief's page

505 posts. Alias of hustonj.


Full Name

Terry

Race

Human (mutt)

Classes/Levels

Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Gender

M

Size

M (5' 8", 140#)

Age

17

Alignment

N

Location

Kenabres

Languages

Common (Taldane), Abyssal, Hallit, Celestial, Draconic, Dwarven, Elven, Infernal, Skald

Occupation

Thief (Draftee)

Strength 13
Dexterity 20
Constitution 13
Intelligence 14
Wisdom 12
Charisma 14

About Terry the thief

Description
A fairly skinny, young human with a face already lined from weather, worry, or both lounges in a chair before you. His ratty, unkempt, but short, brown hair looks better than the scraggly brown growth pretending to be a beard. His eyes are also mostly brown, though they each have a thin green ring near the outer edge of the iris. It is easy to miss the rings, though, because of how cold and judgmental his gaze appears. Despite the normal attitude for men his age, there's no sign visible on his face that he smiles, no indication that his mouth knows how to make that movement.

Background:
When you grow up in a city under siege, life tends to be more difficult. Among other things, a far greater number of the children who survive do so as orphans. Well-meaning people try to provide and care for orphans in this sort of environment, or to move them away from it, but there are always more orphans who need help than they can actually handle. Thus, even when these groups are hard at work, some children find other ways to get what they need and to improve their own lot in life. Terry was one of this sort of orphaned child.

Terry stumbled his way into a small, organized gang that had found a way to make some money that didn't actually HURT anyone, though it did cut into their pockets quite a bit. They were stealing an occasional imported weapon shipment before it made it into town. Everyone already knew that some of the shipments were being hit by raiders following instructions from inside the Worldwound, so scattered thefts wouldn't do too much more harm than the raiders were already doing. Since the stolen weapons were sold back into Kenabres, such thefts actually do far less damage to the war effort than enemy raiders stealing the shipment. When you are trying to steal something that somebody else is also trying to steal, though, you can run into some undesired consequences.

A young Terry, at 8 years of age, was sitting in the back of a wagon, watching for anything approaching while the group was making off with 3 good wagons of weaponry. No one saw the Worldwound's raiders before they struck, but Terry heard the gurgle as they took out the driver of his wagon, and he quickly hid himself down among the weaponry wrappings, trying not to be seen so that he could sneak away later. The raiders did exactly what they were supposed to do, and started taking the wagons down into the Worldwound itself, to be distributed by their masters. Eventually (it seemed like days had passed to Terry, though it had only been a few hours), they stopped the wagons to rest and water the horses. Once Terry was sure that no one was close, he crept out of his hiding place and scurried away from the watering hole, keeping the wagons between himself and the raiders, until he found another hole to hide in so that he could wait for them to leave. After they left, he went back to the watering hole to deal with his own thirst and empty belly. Enough water will quiet a belly for a while, after all. Before he had finished, he heard a cry on the wind "Found him! He's at the watering hole!"

Terry responded like a rabbit. He broke and ran away form the noise as quickly as he could, while trying to stay hidden from whoever was causing the noise. Just like a rabbit dealing with hunters, though, he found that he was flushed into an ambush where three adults were waiting to grab him. As the first one got a good grip on his leg, and Terry turned to stare what he thought would be his death in the eye, the man's neck sprouted two feathered shafts of wood and his grip relaxed. Even as Terry started running again, the other three men were felled just as quickly, by a nearby archer. Her soft voice called out, "Come on out, child. I won't hurt you. We need to get you out of here, though. We need to get you back to Kenabres. I have some food, if you want." She helped Terry avoid other patrols, few of which were actually men, and led him to an area Kenabrean soldiers frequented. "Go on, follow that worn trail up the hill and to the right. You should run into a some soldiers in a matter of minutes. They'll get you home quick enough." She had to cajole Terry to leave, because she had already become his symbol of safety and security, but she was finally able to get him to do as she asked.

Once he returned to Kenabres, it didn't take long for him to return to the streets and the thieving ways he had already been learning. Now, though, he took stranger risks. He tended to pick activities which could end up with him back inside the Worldwound, back where he might see her again, see her playing with the symbol of Desna, back to where somebody had shown care and concern for him, not for what he might do for them. She quickly became his idealized concept of a mother. As he got older, she also became his idealized concept of what a woman should be. In both cases, the idealized version was based far more out of his own imagination and desires than what she showed him during his rescue.

Eventually, Terry started another group up specifically to steal weapon shipments. He told himself it was because this was the easiest way he knew to generate profit, but he failed to keep their attacks either rare or random enough, and he attracted unwanted attention. To be fair, he didn't really understand that unwanted attention was really what he was trying to find. He wanted to get drug back into the Worldwound, though he would deny it if asked. He attracted attention from the Kenabrean army, though, NOT from the raiders. He was captured, tried, and found guilty of treasonous behavior directly harming the war effort. When they asked if he had anything he wanted to say for himself before sentencing, he shrugged and said simply "If you really think that I was hurting the war effort, then use me to aid it. Assign me to somebody that you are sending in, make my survival dependent on theirs. I'll probably be just as dead, but you should get something out of it besides a public execution."

And that is how Terry got drafted to help out with the Fifth Crusade.

Combat stats:
Init +5 (Dex+5)
Speed 20' (30' w/o pack)

Standard Attacks
MW Composite Str (+1) Shortbow +10 for 1d6+1 @ x3, P, 60 Cold Iron arrows
(BAB+4, Dex+5, MW, Str+1)
MW Cold Iron Rapier +10 for 1d6+5 @ 18+, P, Finesse
(BAB+4, Dex+5, MW)
Cold Iron Dagger +9 for 1d4+1 @ 19+, P or S
(BAB+4, Dex+5, Str+1)
CMB+5 (+9 Finesse)

Full Attack
MW Cold Iron Rapier +8 for 1d6+5 @ 18+, P, Finesse
(BAB+4, Dex+5, MW, TWF)
and Cold Iron Dagger +7 for 1d4+1 @ 19+, P or S
(BAB+4, Dex+5, Str+1, TWF)

Point Blank Shot +1 Attack & Damage w/i 30'
Precise Shot No penalty for ranged into melee
Sneak Attack for +3D6 w/i 50'
Debilitating Injury (Bewildered, Disoriented, Hampered)
Surprise Strike: Swift Action to spend Mythic Power for bonus Attack @ full bonus with Tier bonus and opponent flat-footed
Swift action to Feint

AC21, T17, F15, CMD22 (Armor+4, Dex+5, Deflection+1, Dodge+1, BAB+4, Str+1)

Danger Sense: +2 Dodge vs traps
Uncanny Dodge - Never flat-footed - Feint/immobilization exceptions

HP53 (2x8+2x5+1x4+1x2+6xCon1+6xFavoredClass1+1xTrickster4+1xFiat5)

Hard to Kill: Auto-Stabilize, Die at -26

Fort+ 4 (Base2+Con1+Cloak1)
Ref+13 (Base5+Dex5+Cloak1+ChanceEncounter2)
Will+ 4 (Base2+Wis1+Cloak1)

Evasion
Danger Sense: +2 Reflex vs traps

Mythic Power: 5/Day
Surge: +1d6 - Immediate action to use Mythic Power and add to any D20 roll just made

Compelling Feint: Spend Mythic Power after rolling Bluff but before knowing result - All opponents w/i 10' can become flat-footed against first attack any creature makes against it.

Skills & Languages:
Class8+Int2+Race1+Background2=13 Skill Ranks/Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+14-Acrobatics 5+6+3(-ACP3)
+11 Appraise 2+6+3 {Background}
+13+Bluff 2+6+3+Fiat2(+Opposed3)
+10-Climb 1+6+3(-ACP3)
+ 1 Craft 1+0+0
+ 2 Diplomacy 2+0+0
+14~Disable Device 5+6+3(+MWTools2)(+Trapfinding3)(-ACP3)
+ 2 Disguise 2+0+0
+14-Escape Artist 5+6+3(-ACP3)
+ 5-Fly 5+0+0(-ACP3)
+ 1 Heal 1+0+0
+ 2 Intimidate 2+0+0
+10 Knowledge (Local) 1+6+3
+10 Linguistics 1+6+3
+11+Perception 1+6+3+Seeker1(+Trapfinding3)(+DangerSense2)(+4 vs hidden or Read Lips)
+ 2 Perform 2+0+0
+ 5-Ride 5+0+0(-ACP3)
+ 1 Sense Motive 1+0+0
+14-Sleight of Hand 5+6+3(-ACP3) {Background}
+14-Stealth 5+6+3(-ACP3)
+ 1 Survival 1+0+0
+10-Swim 1+6+3(-ACP3)
+11 Use Magic Device 2+6+3

Can disarm magical traps
Mythic Improved Feint: Feint as Swift action
Halve Perception penalties for sleeping
Perception suffers -1 per 20' distance
Compelling Feint: Spend Mythic Power after rolling Bluff but before knowing result - All opponents w/i 10' can become flat-footed against first attack any creature makes against it.
ACP with all gear -3; +0 w/o pack

Common (Taldane), Abyssal, Hallit, Celestial, Draconic, Dwarven, Elven, Infernal, Skald

Feats, Traits, Rogue Talents:
Feats
C Weapon Finesse - Rapier for damage
H Point-Blank Shot
1 Precise Shot
F Combat Expertise
3 Improved Feint
5 Dodge
M Mythic Improved Feint
F Two-Weapon Fighting

Traits
Campaign: Chance Encounter 1/Day, reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check
Mythic: Chance Encounter: Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Faith: Secret Keeper You gain a +3 trait bonus on Bluff checks when they are opposed by another’s Sense Motive check.
Social: Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Drawback
Infamous: You and your apparent allies take a -4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).

Rogue Talents
Canny Observer
Ninja Trick: Deadly Range; x2

Gear:
3000 GP Budget
1175 +1 Studded Leather +4/+5/+0/15%/30'/20#
.450 MW Composite Str (12/+1) Shortbow 1d6/x3/70'/2#/P
.340 MW Cold Iron Rapier 1d6/18+/2#/P/Finesse
...4 Cold Iron Dagger 1d4/19+/10'/1#/P or S
...6 60 Cold Iron Arrows 9#
..50 MW Backpack 4#
...1 Belt Pouch .5#
...2 2 Waterskins 8# (pack)
.100 MW Thieve's Tools
..75 Ioun Torch
....1 Bedroll 5# (pack)
...1 Flint & Steel -#
..10 Silk Rope, 50', 5# (Pack)
..10 Knotted Silk Rope, ~40', 5# (Pack)
...1 Grappling Hook 4# (pack)
.750 Wand of CLW (45) -#
LOOT Cloak of Resistance+1
LOOT Ring of Protection +1

2965.1 for 65.5# (34.5# without pack)

1610.9 GP on hand

Light <= 50# (58# with pack) By armor
Medium <= 100# (116# with pack) +3/-3/20'/x4
Heavy <= 150# (175# with pack) +1/-6/20'/x3

Unchained Rogue:
Alignment Any
Hit Die d8
Class Skills 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).
Skill Ranks per Level 8 + Int modifier.
Table: Rogue
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
Class Features The following are the class features of the unchained rogue.
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.
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 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.
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.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
Unchained Rogue Talents List
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 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 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.
Advanced Unchained Rogue Talents List
Master Strike (Ex) At 20th level, an 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.

Mutt Human:

+2 Dex
Medium
Normal Speed
Bonus Feat
Skilled
Languages: Common (Taldane), Abyssal, Hallid
Favored Class: Rogue: +1 HP/Level

20 point Attributes:

20 Point Buy
Point Race Play
3 13 S +0 S 13 +1
5 14 D +2 D 16 +3
2 12 C +0 C 12 +1
5 14 I +0 I 14 +2
2 12 W +0 W 12 +1
3 13 H +0 H 13 +1

25 point Attributes:
25 Point Buy
Point Race Level Mythic Fiat Gear Total
3 13 +0 13 +0 13 +0 13 +0 13 +0 13 S 13 +1
7 15 +2 17 +1 18 +0 18 +2 20 +0 20 D 20 +5
3 13 +0 13 +0 13 +0 13 +0 13 +0 13 C 13 +1
5 14 +0 14 +0 14 +0 14 +0 14 +0 14 I 14 +2
2 12 +0 12 +0 12 +0 12 +0 12 +0 12 W 12 +1
5 14 +0 14 +0 14 +0 14 +0 14 +0 14 H 14 +2

Religion:
Terry is drawn to followers of Desna. He is usually conflicted when he discusses their faith, though, because his life has been fairly harsh, and he won't admit his dreams to himself, let alone anyone else.

He has an easier time talking about faith in Shelyn, and her church's teachings. They strike a chord with his unspoken dreams, and bring him hope he can't really explain.

Professionally, he has come to depend on Calistria, though he tends not to follow through with the whole vengeance bit. Her focus on planning, misdirection and quick strikes to get what you want all work very well in helping him maintain a more successful career.