Abra Lopati

Tobias Flint's page

144 posts. Alias of Zayne Iwatani.


Full Name

Tobias Flint

Classes/Levels

Male Human Rogue 3 | HP: 22/22 | AC:18 T:14 FF:14 | CMB +4 | CMD:18 | Fort: +3 Ref: +7 Will:+3 | Init: +4 | Perc: +8

Strength 14
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 11

About Tobias Flint

Tobias Flint
Male Human Rogue 3
CN medium humanoid (Human)
Init +5; Perception + 8 (+9 vs Traps)
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Defense
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AC 18, touch 14, flat-footed 14 (4+ armor 4+ Dex)
hp 22 (3d8+6)
Fort +3, Ref +7, Will +3
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Offense
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Speed 30 ft.
Melee MW Shortsword +7 (1d6+4 19-20)
Melee+TWF MW Shortsword +5/+5 (1d6+4 19-20)
Ranged Dart +6 (1d4+2)
Ranged+PB Dart +7 (1d4+3)
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Statistics
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Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 8
Base Atk +2; CMB +4; CMD 18
Feats: Two-weapon Fighting, Splintering Weapon, Combat Expertise
Traits: Strong Arm, Supple Wrist, Silent Hunter, Pragmatic Activator
Drawback: Loner
Languages Common, Drow Sign Language (used by the assassin guild),
SQ: Finesse training, Sneak Attack +2d6, Trapfinding, Evasion, Rogue Talent, Danger Sense +1
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Skills:

(8 Class + 2 Int + 1 Human) x 3 = 33
ACP = -1
(3)Acrobatics (Dex) +10
()Appraise (Int)
(3)Bluff (Cha) +5
(1)Climb (Str) +6
()Craft (Int)
()Diplomacy (Cha)
(3)Disable Device (Dex) +13
(1)Disguise (Cha) +3
(3)Escape Artist (Dex) +10
(3)Intimidate (Cha) +5
()Knowledge (dungeoneering) (Int)
(3)Knowledge (Local) (Int) +8
()Linguistics (Int)
(3)Perception (Wis) +8 (+9 vs Traps)
()Profession (Wis)
(3)Sense Motive (Wis) +8
(3)Sleight of Hand (Dex) +10
(3)Stealth (Dex) +11
(1)Swim (Str) +6
(3)Use Magic Device (Cha) +8

-Modifiers-
Int to Use Magic Device
+1 trait bonus to Stealth
+2 Competence bonus to Disable Device
+1 to perception vs traps
+1 to Disable Device
+1 competence bonus on initiative checks


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Gear:

--Equipped--
Explorer's Outfit
MW Chainshirt 250
MW Shortsword (2) 620
Cold Iron Shortsword 20
Silver Shortsword 30
Spring-Loaded Sheath with Darts 5
Spring-Loaded Sheath with Darts 5
Obsidian Darts (20) 5
MW Thieves' Tools 100
Thieves' Ring 300
Standard Wayfinder 500
Cracked Dusty Rose Prism 500
Cure Light Wounds Potion (2) 100
Protection From Evil (2) 100
Magic Weapon (2) 100
Heroism
-backpack- 5
Glue Paper(10) 1
Glass Cutter 5
silk rope (100) 20
Grappling hook 1
Ioun Torch 75
Skeleton Key 85
Mirror 10
Thunderstone 30

133 gp


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Racial Abilities, Traits, and Drawback::

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive 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). See the Linguistics skill page for more information about these languages.

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.

Strong Arm, Supple Wrist:Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Loner: You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.


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Rogue Special Abilities:

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.

Sneak Attack (2d6): 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) (Shortsword): 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.

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

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).


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Background:
Unfortunately for Tobias, he can actually remember a time when things were happy. There aren't many memories but it is enough to make him regret his current line of work and major goal in life. But that regret doesn't come close to the seething hatred he has for a certain man. His father.

Tobias is the bastard son of a human noble who had a tryst with his mother, a woman who was already pitiable by most. Tryst is the word she used but the bartender called it rape. He was raised by her and the patrons of the inn in the port town of Westcrown. These were the fond memories. Days of helping his mother with her chores and listening to the bard that always played. The patrons were nice and always had a smile for the rambunctious youth.

But one day, an assassin came to clean up the noble's mistake. However the assassin made a worse one. He was the kind of man who liked to see the fear in his prey's eyes as he killed them, to play with them. Unfortunately, he made a little too much noise in the small room his mother slept in. Tobias entered the room, wondering what the noise was and rubbing the sleep out of his eyes. For a brief moment, all remained motionless as if time ground to a halt. Tobias stared at the scene, his small mind unable to process why his mother was pinned beneath a mean looking man with a knife or why she looked so scared. The fear in his mother's eyes, however turned into a fierce determination when she saw her son. She knew if she didn't act, he would die. Knowing the game was up, the assassin went to stab the struggling woman but he missed the vital point. With the grip of a golem, his mother latched on to her attacker and told her son to run. Even as her life blood poured from the wound in her chest she held the assassin for what felt like eternity. Every second she clung to him was another second her child could get further away. Just as she was about to pass out, the assailants eyes rolled up in his head and he collapsed. Behind him stood her son, holding a blood stained meat clever from the kitchen.

So terrified of all that had happened, the child could only watch as the light left his mother's eyes. For three days he sat in the room with both dead bodies. Their stench permeated the air. Tobias seemed not to notice though as he sat, un-moving, in the corner, his eyes staring off into space. That night, two men came into the room as silently and stealthily as if the melded from the shadows. When they entered the child sprang from to his feet, cleaver at the ready. They stopped and seemed to consult one another.

Their posture was relaxed, like they weren't too concerned by the dangerous looking child. They were of much greater skill than the one that came three days ago but this should have been an easy job. The man had failed in his contract and that was not acceptable. No contract went unfinished once taken. They were left with two options. Kill the boy, or make him one them, which was the same in thing in there organization.

Years later, the boy would be thankful they chose the latter. It gave him the chance to get revenge for what had happened. He was brought to the guild house and taught how to kill, quietly and quickly. Though the training was intense he jumped into it with single-minded determination. He had a very good reason. As he grew, so did his skill. Eventually he was able to take contracts of his own. Not like he had a choice. His training didn't come free. But the guild killed only those on the contract. Associates could pick there on contracts and fulfill them as they saw fit. It was nothing personal. So Tobias chose those he thought deserving of their fate. True scum. Murderers, arsonists, rapers, slavers, smugglers of deadly drugs. These usually didn't pay well since the customers were usually victims but that never bothered him. He had lived on a lot less.

After several years in the guild, Tobias finally found the information he was looking for. He had hoped that at some point be would learn of who hired the assassin that came for him and his mother. That information was strictly confidential. But he did get a lead. And it lead to the one place he wasn't confident he could go. House Thrune, the ruling house of the entire damn country. Perfect. But that didn't stop him. Couldn't stop him. He wasn't so weak to give up now. He'd paid too much in blood to stop now. Thankfully, the perfect opportunity was presenting itself. A rebellion was forming. So he put in his own contract for one of the leaders of house Thrune and accepted it. Not unheard of but rare. And it didn't matter which of the family he chose, they were all devil worshiping murderers. He didn't care about the politics, the morality, or the war. Someone in that house killed his family, he intended pay them back with interest.


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Personality and Description:
Tobias Flint is not even twenty but years of anger and resentment have aged him greatly. He has a scraggly beard most of the time and wears a cowboy style hat to hide slightly elongated ears. He wears a large, tan colored duster over top of his leather armor under which gleams many polished and deadly daggers. He is tall and lanky but deadly accurate and stealthy. Gruff sounding and an eternal pessimist, he tends to walk alone and sees the evil in others before the good.