About Ty PurgestCG Aasimar (azata-blooded/musetouched) Unchained Rogue/Mythic Trickster
DEFENSE
Fort: 4 = 1 (URo4) + 2 (Con) + 1 (houserule)
CMD: 20 = 10 + 3 (BAB) + 6 (Dex) + 1 (Houserule) OFFENSE
Eviscerating Dagger/Dagger (DW Melee):
Eviscerating Dagger (DW Ranged):
Shortbow: +7 (1d6) x3
ABILITIES
Enhancements Log:
Lvl 1: Melee Enhancement
Lvl 2: Armour, Dexterity Lvl 3: Shield Lvl 4: Saves, Constitution, Dexterity (standard) Aasimar:
darkvision: 60 ft.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled (Azata-blooded): +2 racial bonus on Diplomacy and Perform checks. Variant Aasimar Ability: Gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider. Unchained Rogue:
Sneak Attack (2d6): 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. 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. 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). Finesse Training (dagger): 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 Rogue Talents: Fast Stealth; Minor Magic (mage hand) Debilitating Injury: 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: Mythic:
Hard to kill
Surge: +1d6 Mythic Power: (Tier x 2) + 3 + 2 times per day Amazing Initiative: Initiative bonus = to tier; free standard action 1/day Trickster Path Abilities: Trickster Attack (Surprise Strike), Wall Runner, Nimble Glide Languages: Common, Celestial, Halfling SKILLS
Background Skills
FEATS
TRAITS
EQUIPMENT
GP: 1,696; SP: 22 BACKGROUND
An aasimar, Ty ages slower than the boyish human he tries to resemble. When he discards the disguise, his metalic gold hair and burnished skin reveals his outsider heritage, and he acts of an age of a human in their late teens. Ty is beginning to realize that he can't live the life of a street urchin forever, and has started dabbling in jobs with a local thieves' guild, putting his skills to use as a novice cat burglar. He is not religious, but he does retain a fondness for Cayden Cailean, the Starstone Brewers' sponsor deity. Leveling Notes:
Talents
Combat Trick Eerie Disappearance Emboldening Strike Fast Stealth Shadow Duplicate Trap Spotter Feats
|