| Full Name |
Varius Rufano (Liberare) |
| Race |
| HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 |
| Classes/Levels |
| Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack) |
| Gender |
Male CG Human Rogue 1 |
| Size |
M |
| Age |
22 |
| Alignment |
CG |
| Deity |
None |
| Languages |
Common, Infernal |
| Occupation |
Do-gooder |
About Varius Liberare
Varius Liberare
Rogue 1
CG Medium humanoid male – Versatile Heritage
Senses Perception(e) +2
{trained +1 expert +2 master +3 legendary +4}
--------------------
Defense
--------------------
AC: 14 (+1 armor, +3 dex, +1 trained)
TAC: 14
HP: 21 (+8 class +8 race +1 con +4 tough)
Fort(e): +3 (+2e, +1 con)
Ref(e): +5 (+2e, +3 dex)
Will(t): +1 (+1t)
--------------------
Offense
--------------------
Speed: 25 ft.
Melee: (+1 trained, +3 dex)
Rapier +4 1d6+2 P {deadly d8, disarm, finesse}
Dagger +4 1d4+2 P {agile, finesse, thrown 10, versatile S}
Ranged (+1 trained, +3 dex)
Shortbow +4 1d6 P {Deadly d10}
--------------------
Statistics
--------------------
(Ancestry Boost: Dex, Str. Class boost: Dex. Background boost: Cha, Dex. Free boost: Str, Cha, Con, Int)
Str 14 +2
Dex 16 +3
Con 12 +1
Int 12 +1
Wis 10
Cha 14 +2
Traits: Human, Humanoid
Rogue Feats
1 - Nimble Dodge (Reaction)
Requires not encumbered. Triggered when targeted by melee/ranged attack by attacker you can see.
You nimbly dodge out of the way, gaining a +2 circumstance bonus to your Armor Class against the triggering attack.
Ancestry Feats
General Training Pick a general feat.
General and Skill Feats
Cultural Familiarity (Cheliaxian) (level 1)
You’ve spent most of your life surrounded by people of a single ancestry and know how to get along with creatures of that ancestry whenever it’s necessary or expedient to do so. Choose one human ethnicity or one of the following ancestries: dwarf, elf, gnome, goblin, or halfling. You gain a +1 circumstance bonus to Diplomacy checks and Performance checks targeting creatures of that ethnicity or ancestry, and to Society checks to Recall Knowledge about that ethnicity or ancestry. The GM might allow you to choose other cultures instead.
Courtly Graces (Background)
You either were raised among the nobility or have learned proper etiquette and bearing as well as noble lineages, allowing you to present yourself as a member of the nobility. You can use the Recall Knowledge action with Society to gain useful facts about these topics, using the DC for Nobility Lore if it is lower, and you can use your Society modifier on all Nobility Lore checks. If you want to impersonate a specific noble or create a false noble backstory for yourself, you still need to additionally use Deception when presenting yourself in your noble persona.
Fleet (Versatile Heritage)
You move quickly both on and off the battlefield. Your Speed increases by 5 feet.
Toughness (General Training)
Increase maximum Hit points by level or 4, whichever is higher.
Skills
10 class, 1 int, 1 background
Acrobatics = 4 (T +3 dex)
Athletics = 3 (T +2 str)
Crafting = 2 (T +1 int)
Deception = 3 (T +2 cha)
Diplomacy = 3 (T +2 cha)
Intimidation = 3 (T +2 cha)
Lore: Nobility 2 (T +1 int)
Lore: Gourmand 2 (T +1 int)
Religion = 1 (T)
Society = 3 (T +2 cha)
Stealth = 4 (T +3 dex)
Thievery = 4 T( +3 dex)
Languages: Common, Infernal
-------------------
Gear
--------------------
- Leather armor 15sp 1B
- Rapier 15sp 1B
- Dagger 2sp L
- Shortbow 30sp 1B
- Arrows 1sp L
- Backpack 1sp
- Waterskin 5cp L
- Thieves' Tools L 30sp
- Replacement picks 6p
- Crafter's book 1sp L
- Writing set 15sp L
- Hooded lantern 7sp L
- Oil 1cp
- Bottle of fine wine 10sp L
Capacity: Total bulk: 3.8/19
Money: 16.4 silver
--------------------
Special Abilities
--------------------
Rogue’s Technique: Scoundrel’s Feint
When you successfully Feint (see page 150), the target is flatfooted against all melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flatfooted against all attacks that anyone attempts against it until the end of your next turn.
Sneak Attack
You deal additional damage to flat-footed creatures (see page 322). If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse.
Surprise Attack
On the first round of combat, creatures that haven’t acted are flat-footed to you.