![]()
About Your old pal BennieBenedict “Bennie” Adams
BACKGROUND & PERSONALITY:
Appearance: Bennie’s appearance changes often as he likes to use makeup and hair coloring, artificial mustaches, and the like to change things up often. His usual go-to look, however, is light colored hair with a big handlebar mustache. He is usually sporting a large grin. Personality: Bennie is a performer, and likes to entertain others, either in crowds or small groups. He is ever alert, as his performance is meant to disarm those he speaks with in order to get them to open up and freely spill information. Bennie is everyone’s friend, even if his only goal is to steal your secrets. Background: Bennie was orphaned as a small child, and found himself adopted by a traveling circus. Being very quick with his hands and well-balanced, he became part of the acrobatics troupe, and often worked as a clown or even an usher, welcoming people in, making them laugh, getting them settled in order to help them spend their money freely. Making friends at all levels, Bennie found himself as part of a spy network for Andoran, both watching internal factions as well as enemies abroad. As an information gatherer, Bennie excels at making friends. He has trained extensively in use of a rapier, but his preference is to avoid combat entirely, and if physical violence is necessary, he usually resorts to his sap rather than immediately to the blade. COMBAT:
HP 33 (8+1 Con/5+1/5+1/5+1/5+1) DEFENSE
CMD 20 (+3 BAB +2 Str +4 Dex +1 Dodge)
Defensive Abilities
OFFENSE
Melee
Ranged
Sneak attack +3d6 damage
STATISTICS:
Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 14 (+2), Wis 14 (+2), Cha 14 (+2) How: Spoiler:
S 5 14 +2 D 7 +2 18 +4 C 3 13 +1 I 5 14 +2 W 5 14 +2 Ch 5 14 +2 Human +2 Dex, +1 Dex at Lvl 4 SKILLS:
Skill ranks: 60 (8 +1 Human +2 Int +1 FC * 5) Acrobatics* +13 (5 rank +4 Dex +3 class +1 trait) only a —2 penalty instead of the normal —5 penalty when using the Climb skill to attempt an accelerated climb Bluff* +10 (5 rank +2 Cha +3 class) Climb* +7 (2 rank +2 Str +3 class) Diplomacy* +10 (5 rank +2 Cha +3 class Disable Device* +10 (3 rank +4 Dex +3 class) Disguise* +10 (5 rank +2 Cha + 3 class) Escape Artist* +9 (2 rank +4 Dex +3 class) Heal +2 (+2 Wis) Intimidate* +6 (1 rank +2 Cha +3 class) Knowledge * – Dungeoneering* +10 (5 rank +2 Int +3 Class) -- Local* +10 (5 rank +2 Int +3 Class) Perception* +10 (5 rank +2 Wis +3 class) Ride +4 (+4 Dex) Sense Motive* +10 (5 rank +2 Wis +3 class)) Spellcraft +2 (+2 Int) Stealth* +12 (5 rank +4 Dex +3 class) Survival +2 (+2 Wis) Swim* +7 (2 rank +2 Str +3 class) Use Magic Device* +10 (5 rank +2 Cha +3 class) Background Skills 10 (2 per level)
The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
EQUIPMENT:
Mithral Chain shirt (1100) Shortbow, composite (+2 Str), masterwork (525) 20 arrows (2) +1 Rapier (8320) Sap, masterwork (301) Dagger, masterwork (302) Courtier’s outfit (30) Belt pouch (1) Thieves’ tools, masterwork (100) Tindertwig x10 (10) Horse, light (75) Riding saddle (10) Rope, silk (10) COINS
FEATS, TALENTS & TRAITS:
FEATS Dodge (Human bonus) Weapon finesse (UCRogue 1st) Mobility (1st) Weapon focus - Rapier (3rd) Weapon finesse, Rapier (UCRogue 3rd) Canny tumble (5th) TALENTS
Coax Information (Ex) (Pathfinder Unchained pg. 21): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents’ attitude toward the rogue returns to its previous level, rather than dropping one level. (4th) Rogue’s Edge (Ex): Stealth
TRAITS
Acrobat: Having trained from a young age, you're capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a —2 penalty instead of the normal —5 penalty when using the Climb skill to attempt an accelerated climb. RACIAL & CLASS SPECIAL ABILITIES:
Human Racial Traits +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. 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. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Unchained Rogue Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. 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. 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. 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. 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. 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. Note from Nethys: The full list of rogue talents is available here. 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). 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. Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. 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 (see page 82) 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. |