About Zidane DystZIDANE 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
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
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
TRAITS Reactionary: Dyst is quick on his feet, and gains a +2 trait bonus on initiative checks. Ex-Asmodean
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
FEATS Weapon Finesse (Combat)
Quick Draw (Combat) Two-Weapon Fighting (Combat)
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