Lem

Zidane Dyst's page

57 posts. Alias of DJ Dyst.


Full Name

Zidane Dyst

Race

Halfling

Classes/Levels

Unchained Rogue 3 HP 21/21 | Init +6 (extra +1 if acting on surprise round) | AC 17 (T 15 / FF 13) | Fort +3 / Ref +8 / Will +2 | Perc +6 | Sense +4

Gender

Male

Size

Small

Age

21

Alignment

NG

Deity

-

Languages

Common, Halfling, Elven, Infernal, Shadowtongue, Celestial

Strength 8
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 10
Charisma 15

About Zidane Dyst

ZIDANE DYST

Male Halfling Unchained Rogue 3

NG Small humanoid (halfling)

Init +6; Senses n/a; Perception +6

DEFENSE

AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)

hp 21 (3 HD)

Fort +3, Ref +8, Will +2; +2 vs. fear

Immune n/a

OFFENSE

Speed: 30 ft. (Fleet of Foot alternate racial trait)

Melee 2 daggers +5/+5 (1d3+4/1d3+4 (extra -1 for silver)/19–20)

dagger +7 (1d3+4 (extra -1 for silver)/19–20)

Ranged dagger +7 (1d3+4 (extra -1 for silver)/19–20)

Special Attacks sneak attack +2d6 (+1/2 Rogue Level (min 1) during surprise round); +1 to damage on first hit with sharpened daggers

STATISTICS

Str 8, Dex 18, Con 12, Int 14, Wis 10, Cha 15

Base Atk +1; CMB -1; CMD 13

Feats: Weapon Finesse*, Two-Weapon Fighting*

SKILLS
Acrobatics +10
Appraise +6
Bluff +6
Climb +3
Craft (traps) +8
Diplomacy +6
Disable Device +12
Disguise +6
Escape Artist +10
Fly n/a
Handle Animal n/a
Heal +0
Intimidate +6
Knowledge (arcana) +6
Knowledge (dungeoneering) +6
Knowledge (engineering) +6
Knowledge (geography) +6
Knowledge (history) +6
Knowledge (local) +6
Knowledge (nature) n/a
Knowledge (nobility) n/a
Knowledge (planes) n/a
Knowledge (religion) n/a
Linguistics +9
Perception +6
Perform n/a
Profession n/a
Ride +5
Sense Motive +4
Sleight of Hand +10 (extra +2 to conceal a dagger)
Spellcraft n/a
Stealth +23
Survival +0
Swim +3
Use Magic Device +7

Armor Check Penalty 0

Traits: Ex-Asmodeon (+1 Attack/Damage vs House Thrune and Worshippers of Asmodeon), reactionary*

Languages: Common, Halfling, Elven, Infernal, Shadowtongue

Feats: Weapon Finesse, Two-Weapon Fighting, Stealthy

SQ: fearless*, keen senses*, halfling luck, fleet of foot (replaced slow speed and sure-footed), finesse training, sneak attack (2d6), {W}staggering reflexes (Ex), evasion, {RT}surprise attack (ex)

{RT} = Rogue Talent
{W} = Waylayer (rogue archetype)

Combat Gear: acid, alchemist’s fire (2), holy water, potion of voluminous vocabulary

Other Gear: leather armor, cloak of elvenkind, silver raven figurine of wondrous power, daggers (4), cold iron daggers (4), alchemical silver dagger, spring-loaded wrist sheaths (2), bandolier, backpack, belt pouch, caltrops <j>, chalk (28), flint and steel, mirror, pitons (2) <j(2)>, thieves’ tools (masterwork), torches (2) <j(2)>, trail rations, waterskin <j>, whetstone, 103.48 GP

Capital: 3 Goods, 2 Magic, 2 Labor, 2 Influence

<j> = Held by Jeeves
* The effects of this ability are already calculated into Dyst’s statistics.

TRAITS

Reactionary: Dyst is quick on his feet, and gains a +2 trait bonus on initiative checks.

Ex-Asmodean
Source Hell's Rebels Player's Guide pg. 10
Category Campaign
Requirement(s) Hell’s Rebels
You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some day get revenge against the church.
Choose one (Attack/Damage bonus): you gain a +1 trait bonus on attack rolls and weapon damage rolls or you gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.

RACIAL ABILITIES

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.Keen Senses Elves receive a +2 racial bonus on Perception checks.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

SPECIAL ABILITIES

Sneak Attack: If Dyst can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. His attack deals an additional 1d6 points of damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks her target. Should Dyst 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.

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.

{W} Staggering Reflexes (Ex): At 1st level, a waylayer gains a bonus on initiative checks equal to 1/2 her level (minimum +1) if he acts in a surprise round, and is never flat-footed at the start of combat (even if he fails to act during the surprise round). This ability replaces trapfinding.

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.

{RT} Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Danger Sense: +1

Finesse Training: Daggers

{W} = Waylayer Rogue Archetype
{RT} = Rogue Talent

FEATS

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Quick Draw (Combat)

Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.