About Vetalia_Ke'aka---Portrait of Vetalia Ke'aka--- Unchained Knife Master Scout Rogue
Combat Information:
Initiative +6 (+6 Dexterity) Perception +13 CMB: + 3[+3 BAB+0 Str] CMD: 18 [10+ 3 BAB+0Str+ 5Dex] Defenses AC 19, touch 16, flat-footed 13 (+6 Dex, +3Spider Silk Bodysuit) hp 40 ([1d8+0con]*5) Fort +1, Ref +9, Will +3 Offense BAB: +3 Speed: 30 Melee: 1d20+9 (+6Dex+3BAB)
Languages:
Common, Thieves cant Ability Scores:
Ability Scores
Strength 11 Dexterity 22 (19+2 Human +1 LVL4) Constitution: 11 Intelligence: 15 Wisdom 16 (15+1 LVL4) Charisma: 19 Ability Modifiers
Skills:
Skill Ranks per Level: 11 (8Rogue+2Int+1HumanTrait) Background Skill
Adventure Skills
Stealth (Dex) +14 (+5Ranks +6Dex +3InCl)
Rogue's Edge(Diplomacy)
5 Ranks: The time required to influence a creature’s attitude or gather information is halved. 10 Ranks: You can attempt to adjust a creature’s attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature’s attitude, add your Charisma bonus to the number of hours that attitude change persists. 15 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty. 20 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty. Racial Abilities and Traits:
Favored Class 5/6th of a Rogue Talent 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.
FEAT AND SKILL RACIAL TRAITS
Traits, Feats Class Abilities:
[-----Feats-----] Two Weapon Fighting
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Table: Two-Weapon Fighting Penalties
Point-Blank Shot (Combat)
Precise Shot (Combat)
Rogue Talent- Combat Trick: Charging Hurler (Combat)
Feat: Extra Rogue Talent - Minor Magic (Prestidigitation)
[b]Rogue Talent: Major Magic - (Windy Escape)
[-----Traits-----] Tattooed Mystic (Human)
Strong Arm, Supple Wrist
[-----Class Abilities-----] 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. Weapon Finesse (Combat) You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons. 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. Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding. Rogue Talents: As a rogue gains experience, she learns several 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. 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.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability. Blade Sense (Ex) At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense. Scout’s Charge (Ex) At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge. 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.
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. Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge. Equipment:
Spider Silk Bodysuit History and Background:
Description:
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