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Ysoldt Minso's page

399 posts. Organized Play character for NotEspi.


Full Name

Ysoldt Minso

Race

| Init/Perc +8 | HP 35 | AC 20 | Fort +6; Ref +11; Will +8 | Speed: 30 ft | Conditions: - | Rogue DC 19 | Initiative Bonus +0

Classes/Levels

| Human (Wintertouched) Rogue (Thief) 3 | Hero Points 0/3 | Exploration Activity - Avoid Notice

Gender

Female CG Human Lookout 3.2

Occupation

Acrobat / Scout / Sailor / Physician / Adventurer

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Ysoldt Minso

Female CG Human Rogue 2
Perception +8
Languages Common, Jotun
AC 20; Fort +6; Ref +11; Will +8
HP 35
Speed 30 ft
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)

ID: 179284-2001 / Horizon Hunters

PB App Sheet

Inventory

Melee: Dagger +9 / 1d4 + 4 (P) + Sneak Attack 1d6 ( Agile / Finesse / Thrown 10 ft / Versatile S )
Ranged: Sling +9 / 1d6 (B) (Propulsive)

Skills
Acrobatics, Thievery +11, Stealth +9, Deception, Diplomacy, Intimidation, Medicine +8, Athletics, Occultism, Society +5, Untrained - Performance +3, Untrained - Nature, Religion, Survival +1, Untrained - Arcana, Crafting +0

Ancestry / Background / Heritage / Class:

Ancestry- Human

Hit Points 8
Size Medium
Speed 25 feet
Ability Boosts Two free Ability Boosts
Languages Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
Pathfinder Core Rulebook, 2nd Edition. Copyright Paizo LLC 2019

Background - Deckhand

The rolling waves of the high seas, the constant sway of the deck underfoot, and the creaking heights of a ship's rigging are as familiar to you as solid ground. You might have worked on a simple fishing boat, a wealthy merchant's galley, a mighty warship - or even a pirate's caravel. Whether your crew retired, your ship sank, or you've turned to adventuring so you can keep all the treasure for yourself, you still retain an excellent sense of balance and quick reflexes.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Acrobatics skill, and the Sailing Lore skill. You gain the Cat Fall skill feat.

Beginner Box

Heritage - Wintertouched Human

The power of winter flows through you. You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Lost Omens: Character Guide. Copyright Paizo LLC 2019

Class - Rogue

You are skilled and opportunistic . Using your sharp wits and quick reactions, you take advantage of your opponents' missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don't care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

Key Ability Dexterity or other

Hit Points 8 plus your Constitution modifier

Expert Perception

Trained Fortitude

Expert Reflex, Will

Trained a number of skills equal to 7 plus your Intelligence modifier. Trained in Stealth

Trained all simple weapons, plus the rapier, sap, shortbow, shortsword and unarmed attacks

Trained light armor and unarmored defense

Pathfinder Core Rulebook, 2nd Edition. Copyright Paizo LLC 2019

Feats:

Level 1

Background Feat - Cat Fall

Prerequisites trained in Acrobatics

Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Ancestry Feat - General Training

Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

CRB

General Feat - Assurance - Medicine

Prerequisites trained in at least one skill

Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Class Feat - Trapfinder

You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Pathfinder Core Rulebook, 2nd Edition. Copyright Paizo LLC 2019

Skill Feat - Battle Medicine

Prerequisites trained in Medicine
Requirements You're holding or wearing healer's tools.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Level 2

Class Feat - Dedication Feat - Acrobat Dedication

Prerequisites trained in Acrobatics

You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.

Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype.
APG

Skill Feat - Continual Recovery

Prerequisites expert in Medicine

You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Class Features:

Level 1

Rogue's Racket - Thief

Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

You are trained in Thievery.
Pathfinder Core Rulebook, 2nd Edition. Copyright Paizo LLC 2019

Sneak Attack

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Gear:

Backpack, Bedroll, Belt Pouch (2x), Chalk (10x), Flint and Steel, Rope 50 ft, Daily rations (14x), Soap, Torch (5x), Waterskin, Sling Bullets (30x)

Light Armor
Price 2gp; Bulk 1; AC Bonus 1; Dex Cap 4; Check Penalty 1; Speed Penalty 0; Strength 10; Bulk 1

Dagger
AgileFinesseThrown 10 ft.Versatile S
Price 2sp; Bulk L; Hands 1; Group Knife
Proficiency: Simple Weapons

Sling
Propulsive
Price 0gp; Bulk L; Hands 1; Group Sling; Range 50 ft.; Reload 1
Proficiency: Simple Weapons

Climbing kit - This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit.

Healer's Tools - This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer’s tools, you can draw and replace them as part of the action that uses them.

Thieves' Tools - You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action.