Full Name |
Yuturr Unku |
Race |
CG Catfolk Rog7 | HP: 78/78 | AC: 24 | Fort: +11, Refl: +17, Will: +11 | Perception: +13 (low-light vision) | |
Classes/Levels |
Speed 25 ft | Hero points 0 | +2 to initiative rolls (Incredible Initiative) |
About Yuturr Unku
Yuturr Unku
N catfolk Rogue (eldritch trickster racket) 7 (catfolk, humanoid)
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SENSES
Perception: +13 [M]
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DEFENSE
HP: 78
AC: 24 (10 + 1 (armor) + 4 (DEX) + 9 (prof) [T])
Fort: +11 [T]
Refl: +17 [M]
Will: +11 [E]
Armor Proficiencies
light armor [T]
unarmored defense [T]
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OFFENSE
Class DC: 23 (10 + 4 (DEX) + 9 (prof) [T]
Speed: 25
Melee Strikes +1 striking rapier +16, 2d6+2 P (deadly d8, disarm, finesse) OR
. . light mace +15, 1d4+2 B (agile, finesse, shove) OR
. . dagger +15, 1d4+2 P (agile, finesse, thrown 10 ft., versatile S) OR
. . fist +15, 1d4+2 B (agile, finesse, nonlethal, unarmed)
Ranged Strikes dagger (x4) +15, 1d4+2 P (thrown 10', versatile S)
Weapon Proficiencies
simple weapons [E] plus rapier, sap, shortsword, and shortbow
unarmed attacks [E]
Spell Attack Roll (arcane): +13 = (+4 (INT) + 9 [T])
Spell DC (arcane): 23 = (10 + 4 (INT) + 9 [T])
Arcane Prepared Spells
Cantrips ray of frost ◈◈, shield ◈
1st true strike ◈
2nd invisibility ◈◈
Arcane Innate Spells
Cantrips detect magic ◈◈ (H +2)
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SKILLS
Acrobatics*: +13 [T]
Arcana: +17 [M]
Athletics*: +9 [T]
Crafting: +13 [T]
Deception: +11 [T]
Diplomacy: +13 [E]
Intimidation: +13 [E]
Lore (Mercantile): +13 [T]
Medicine: +9 [T]
Nature: +0
Occultism: +13 [T]
Performance: +11 [T]
Religion: +0
Society: +13 [T]
Stealth*: +15 [E]
Survival: +9 [T]
Thievery*: +15 [E]
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ABILITY SCORES
STR 10 (+0), DEX 19 (+4), CON 14 (+2), INT 18 (+4), WIS 10 (+0), CHA 14 (+2)
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ANCESTRY
Heritage: Nine Lives Catfolk
Ancestry Feat: Cat's Luck ⟐, Expanded Luck
Languages: Common, Amurrun, Kelish, Osirioni, Mwangi, Garundi, Draconic, Iruxi
BACKGROUND
Background: Purveyor of the Bizarre
Background skills: Arcana, Mercantile Lore
Skill Feat: Bargain Hunter, Quick Identification, Arcane Sense, Cat Fall, Intimidating Glare, Multilingual, Glad-Hand, Assured Identification
CLASS:
Class Abilities: Sneak Attack (2d6), Surprise Attack, Deny Advantage, Weapon Tricks, Skirmish Strike
Class Feats: Wizard Dedication, Trap Finder, Magical Trickster, Basic Wizard Spellcasting
General Feats: Recognize Spell ⤾
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EQUIPMENT
Bulk: (x, x L) encumbered = x, maximum = x
+1 striking rapier, light mace, dagger (x4), leather armor, adventurers' pack, healer's tools, thieves' tools, bandolier (x2), rope of climbing (lesser), scroll of longstrider, healing potion (lesser, 2d8+5), 47.6 gp
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SPECIAL ABILITIES
Arcane Sense (general, skill) Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd level; if you're legendary, it is heightened to 4th level.
Cat Fall (general, skill) 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.
Cat's Luck ⟐ (catfolk, fortune) Frequency: once per day Trigger: You fail a Reflex saving throw.
You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.
Deny Advantage As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Expanded Luck (catfolk) You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day.
Magical Trickster (rogue) Whether you're using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes' defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe's AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.
Quick Identification (general, skill) You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.
Recognize Spell ⤾ (general, secret, skill) Trigger: A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest level of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.
Skirmish Strike Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
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.
Trap Finder (rogue) 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.