Khonnir

Vors Aman's page

131 posts. Alias of Seldlon the Swift.


About Vors Aman

Vors
Male Human rogue 6
None Medium humanoid (human)
Init +11, Senses Perception +9
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DEFENSE
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AC 20, touch 18, flat-footed 20 (+2 armor, +2 deflection, +5 Dex, +1 dodge, )
hp 60 ((6d8)+12)
Fort +6, Ref +12, Will +4, +2 Reflex to avoid traps
Defensive Abilities danger sense +2, evasion, uncanny dodge,
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OFFENSE
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Speed 30 ft.
Melee rapier +2 (cold iron) +12 (1d6+7/18-20)
Melee dagger +9 (1d4/19-20)
Ranged dagger (thrown) +9 (1d4/19-20)
Ranged shortbow +1 +11 (1d6+1/x3)
Special Attacks Bleeding Attack*, Sneak Attack 3d6,

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TACTICS
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STATISTICS
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Str 10, Dex 20, Con 15, Int 14, Wis 10, Cha 14,
Base Atk +4; CMB +4; CMD 22
Feats Dodge, Improved Initiative, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier, Shortbow)
Skills Acrobatics +14, Appraise +8, Bluff +7, Climb +4, Diplomacy +11, Disable Device +17, Escape Artist +14, Intimidate +10, Knowledge (Dungeoneering) +6, Knowledge (Local) +8, Linguistics(Draconic) +6, Perception +9, Perception (Avoid Surprise) +11, Perception (Trapfinding) +12, Sense Motive +8, Spellcraft +5, Stealth +13, Survival +5, Swim +4, Use Magic Device +10,
Traits Orphaned, Reactionary,
Languages Common, Draconic, Elven, Read Lips
SQ bonus feat, bonus rogue talent (6x), debilitating injury, finesse training, ninja trick, pressure points, rogue's edge, skill unlock acrobatics 5 ranks, skilled, surprise attack, trapfinding, weapon choice (rapier), , , , , ,
Combat Gear oil of keen edge (2), potion of barkskin (cl 6th), potion of cure moderate wounds, potion of cat's grace, potion of invisibility,
Other Gear ring of protection +2, rapier +2 (cold iron) (2), outfit (explorer's), cloak of resistance +2, leather, belt of incredible dexterity +2, dagger, fishing kit, shortbow +1, arrows +1 (20), 56.5 gp
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SPECIAL ABILITIES
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Bleeding Attack* (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 3 additional points of damage each round. Bleeding creatures take that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Rogue Talent (6x) The human gains +1/6 of a new rogue talent.

Danger Sense (Ex) You gain a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps. In addition, you gain a +2 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for 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 (if you have 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.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

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.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Ninja Trick (Ex) A rogue with this talent can choose a trick from the ninja trick list (see pages 14-16). The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The rogue cannot choose a ninja trick with the same name as a rogue talent.

No Racial Subtype You have chosen no racial subtype.

Orphaned You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Pressure Points (Su) * A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Rogue's Edge (Ex) You have mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.

Skill unlock acrobatics 5 Ranks You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skills

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted. You add 3 to your sneak attack damage rolls made during the surprise round.

Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Choice (Rapier) (Ex) Dexterity to Damage with Rapier

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