Full Name |
Zher'myeh Quattro |
Race |
Grippli Rog3 | HP 32/33 | AC 20 | Fort +8 (E), Refl +11 (E), Will +8 (E) | Perc +8 (E, drkvsn) | Speed 25 | |
Classes/Levels |
Default exploration: Avoid Notice | Hero Points: 0/3 | |
About Zher'myeh Quattro
Zher'myeh Quattro
NG Small Grippli Rogue 3 (grippli, aasimar, humanoid)
Perception +8 (E, low-light vision/darkvision)
Languages Common, Celestial, Gnoll, Grippli, Ignan, Necril
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STATISTICS
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STR 10 (+0)
DEX 18 (+4)
CON 12 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 12 (+1)
Speed 25 ft.
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SKILLS
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Acrobatics*: +9 [T]
Arcana: +7 [T]
Athletics*: +5 [T]
Crafting: +9 [E]
Deception: +6 [T]
Diplomacy: +6 [T]
Intimidation: +6 [T]
Lore (Undead): +9 [E]
Medicine: +6 [T]
Nature: +6 [T]
Occultism: +7 [T]
Religion: +6 [T]
Society: +7 [T]
Stealth*: +9 [T]
Survival: +6 [T]
Thievery*: +9 [T]
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DEFENSE
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AC 20 (+4 DEX, +1 item, + 5 prof [T])
HP 33
Fort +8 [E], Refl +11 [E], Will +8 [E]
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OFFENSE
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Melee rapier +9, 1d6 piercing (disarm, finesse, deadly d8) OR
. . dagger +9, 1d4 piercing (agile, finesse, versatile S) thrown 10 ft.
Ranged +1 shortbow +10, 1d6 piercing (magical, deadly d10) 60' ft.
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ABILITIES & FEATS
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Ancestry Feats & Abilities Aasimar, Angelkin, Halo, Hunter's Defense ⤾
Background Once Bitten (LO: KoL)
General Feats Canny Acumen (Fort save)
Skill Feats Battle Medicine ◈, Multilingual, Assurance (Medicine, 15), Alchemical Crafting, Magical Crafting
Reagents: antidote, ghost charge, tanglefoot bag
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SPECIAL ABILITIES
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Alchemist Dedication: You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC.
You gain the alchemist's infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own.
Special: You cannot select another dedication feat until you have gained two other feats from the alchemist archetype.
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.
Mastermind Racket: If you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute.
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 with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed 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. (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.