Male Halfling 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
Dysts rushes towards the prone enemy for an easy stab. Attack (against prone green): 1d20 + 7 ⇒ (9) + 7 = 16 Damage (Sharpened): 1d3 + 5 ⇒ (1) + 5 = 6
Male Halfling 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
Dyst moves up quietly and attempts to open the closed door next to him to see if anyone is preparing to jump us. Stealth: 1d20 + 23 ⇒ (5) + 23 = 28 Dagger is still in hand, so no tools readied to pick it if it’s lock. If a standard action is left, total defense
Male Halfling 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
Dyst draws a dagger, moves stealthily, and readies to throw at an enemy within 10-20’. Stealth: 1d20 + 23 ⇒ (19) + 23 = 42 Readied Attack: Attack (not including range penalties or situational mods): 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d3 + 2d6 + 6 ⇒ (1) + (5, 4) + 6 = 16
Male Halfling 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
Dyst checks the drawers for traps before trying to pop it open with masterwork thieves’ tools. Perception: 1d20 + 6 ⇒ (18) + 6 = 24 Disable Device (if no traps detected): 1d20 + 12 ⇒ (6) + 12 = 18
Male Halfling 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
Dyst tries to recall a social tidbit about mercenaries that worship Asmodeus as he readies to strike at the sleeping guard, trying to remember as much about the Church of Asmodeus as he can in case they need to masquerade as members. Stealth: 1d20 + 23 ⇒ (16) + 23 = 39 Damage (Small Normal Sharpened Dagger, Sneak Attack, Coup de Grâce): 2d3 + 2d6 + 12 ⇒ (1, 1) + (6, 5) + 12 = 25
Male Halfling 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
Before heading out with Lily, Dyst offers to swap 1-2 of her normal small daggers for his sharpened ones (small, nonmagical), in case she needs to get the jump on someone, while drawing one of his own. Following Lily’s lead, he prepares to stealth up while staying a few steps behind her. Perception: 1d20 + 6 ⇒ (12) + 6 = 18 Stealth: 1d20 + 23 ⇒ (15) + 23 = 38
Male Halfling 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
Dyst munches on the goodberries and reloads his wrist sheathes with sharpened daggers (1 Cold Iron, 1 Silver) while tucking the used ones in his bandolier.
Male Halfling 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
Quickly whipping a small sharpened dagger in his other hand, Dyst takes 2 stabs at brown (or at the dog if the first one takes brown down). Free to Quick Draw dagger, Full-round for Two-Weapon Fighting Attack (Flanking): 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Attack (Flanking): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Male Halfling 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
Clutching his side, Dyst gives a winded chuckle in surprise that he’s still standing (like Nathan Drake). Whipping out a sharpened cold iron dagger from his spring loaded wrist sheath, he circles around brown and goes total defense. Acrobatics vs AoO (enemy wielding crossbow): 1d20 + 10 ⇒ (13) + 10 = 23
Male Halfling 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
Knowledge (Local) on Militia: 1d20 + 6 ⇒ (1) + 6 = 7 What weapons can I see on them? With his knowledge of the militia failing him, Dyst double moves in front of Declan
Male Halfling 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
Perception: 9 = 9 Initiative: 16 = 16 Posted without the dice roller due to an error being able to Submit Post (might be cached on Paizo's side, not browser side)
Male Halfling 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
Initiative: 1d20 + 6 ⇒ (6) + 6 = 12 If I’m not too late for Perception: Keeping his head low, Dyst tries to stay as unnoticeable as possible Perception: 1d20 + 6 ⇒ (14) + 6 = 20 Stealth: 1d20 + 22 ⇒ (3) + 22 = 25
Male Halfling 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
Move to draw Sharpened Cold Iron Dagger, Swift to pop another one from spring-loaded wrist sheath in other hand, Standard to stab at Purple Sharpened Cold Iron Dagger Attack: 1d20 + 6 ⇒ (13) + 6 = 19
If Sneak Attack: Sneak Damage: 1d6 ⇒ 3
Male Halfling 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
Dyst examines the tooth and attempts to hear the commotion outside before leaving the building. Knowledge(local) on the tooth: 1d20 + 6 ⇒ (9) + 6 = 15 Perception for commotion outside: 1d20 + 6 ⇒ (13) + 6 = 19 If Perception noticed non-allies outside:
Dyst attempts to move silently behind cover without catching the Thugs attention. Stealth: 1d20 + 20 ⇒ (4) + 20 = 24 Knowledge(local) on the thugs: 1d20 + 6 ⇒ (16) + 6 = 22
Male Halfling 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
Dyst goes through a quick montage of showering, quickly dressing, and kicking himself for oversleeping as he rushes toward The Devil's nursery. As he approaches later than the party, he scouts around the outside before entering. Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Male Halfling 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
Dyst purchases 3 more small Cold Iron Daggers, 1 more small Alchemical Silver Dagger, and 3 sets of masterwork tools (Craft - Traps, Stealth, and Linguistics) Over the course of the 4 days, Dyst spends time Gathering Information about the rebellion since he joined this group as a tag along. During the 8 hours/day of rebellion, he assists with either decrypting more of the documents we found earlier and/or fortifying the base with traps/training on trap crafting. During his 8 hours/day of downtime, he attempts to earn some capital with his skills. Day 1 Downtime:
Gathering Information (standard check, no Downtime Days) - Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22 Time Spent Gathering Information (in hours): 1d4 ⇒ 2 Decrypt Documents (Linguistics): 1d20 + 8 ⇒ (10) + 8 = 18
Gain Capital - Goods (Stealth): 1d20 + 20 ⇒ (19) + 20 = 39
Day 2 Downtime:
Gathering Information (standard check, no Downtime Days) - Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22 Time Spent Gathering Information (in hours): 1d4 ⇒ 1 Decrypt Documents (Linguistics): 1d20 + 8 ⇒ (9) + 8 = 17
Gain Capital - Influence (Linguistics): 1d20 + 8 ⇒ (14) + 8 = 22
Day 3 Downtime:
Gathering Information (standard check, no Downtime Days) - Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20 Time Spent Gathering Information (in hours): 1d4 ⇒ 4 Decrypt Documents (Linguistics): 1d20 + 8 ⇒ (16) + 8 = 24
Gain Capital - Labor (Craft - Traps): 1d20 + 8 ⇒ (14) + 8 = 22
Day 4 Downtime: Gathering Information (standard check, no Downtime Days) - Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24 Time Spent Gathering Information (in hours): 1d4 ⇒ 3 Decrypt Documents (Linguistics): 1d20 + 8 ⇒ (9) + 8 = 17
Gain Capital - Magic (Linguistics): 1d20 + 8 ⇒ (20) + 8 = 28
Male Halfling 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
Dyst quickly moves forward as silently as possible and takes a stab at the mysterious enemy with his Cold Iron Dagger. Moves 30 ft stealthily, Standard to attack Stealth: 1d20 + 17 ⇒ (7) + 17 = 24 Attack (vs Flatfooted?): 1d20 + 5 ⇒ (18) + 5 = 23
Male Halfling 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
Dyst watches Declan rush past and hears him and some of the others scream. He joins in, screaming as well, and moves the same direction as Declan, seemingly running to join him. After about 10 feet when he thinks he's broken line of sight to the cause of the terror, he does a quick turn and hugs the wall in preparation to deliver an unexpected strike. Moves, whirls around with his hood up and sneaks along the wall Stealth: 1d20 + 17 ⇒ (20) + 17 = 37
Male Halfling 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
Dyst looks to the west (according to the map compass), trying to stay in the dimmer light as much as possible, and draws both a cold iron and normal dagger (freshly sharpened). Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Male Halfling 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
Dyst momentarily raises his cup of tea as a toast to Lily's statement, then drifts back into deciphering the documents while listening intently to the conversation.
Male Halfling 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
Having retrieved his Cold Iron Dagger, Dyst slowly retraces his steps towards the closest enemy. 1\2 move while stealthing, then 1/2 move again with Standard Action. Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Male Halfling 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
Dyst rushes around the corner to the west and picks up his Cold Iron Dagger, attempting to stealth as he breaks line of sight. Moved from J5 to I2, Spent standard as move action to pick up dagger from J2. Stealthing if possible. Stealth: 1d20 + 12 ⇒ (12) + 12 = 24
Male Halfling 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
Dyst rushes forwarded within 10ft of the sickly creature, drops a normal dagger and pops his cold iron one from his spring-loaded wrist sheath to throw at it. Move, Free to drop, Swift to spring-loaded draw, Standard to throw, Sneak Attack against Flatfooted? Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Male Halfling 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
"If we're not in a huge rush, I'll take some extra care in trying to open this. Could someone check the lock for magic first? I'm not that great at it myself." Dyst does not have trapfinding with this archetype, so he doesn't detect magic traps at this time. Disable Device: 1d20 + 8 ⇒ (17) + 8 = 25
Male Halfling 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
Dyst replaces one of his daggers with the mirror in his bandolier. Using the light from the dancing lights, he reflects a bit of the light into the room to the east of him and scans inside it.
Male Halfling 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
"This door isn't going anywhere." He moves over to the east door and peers inside, daggers still at the ready. Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Male Halfling 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
"Maybe there's a key or something in this room?" as he points to wards H30 to the east. "Perhaps I should wait to pop this lock until we check that room out" he thinks to himself
Male Halfling 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
Dyst moves up to the locked iron gate and examines the lock. Perception: 1d20 + 6 ⇒ (18) + 6 = 24 He glances back at the party and softly says, "Anyone see any keys that'd fit this?" as he pulls out his thieves' tools, pausing before attempting to unlock it.
Male Halfling 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
Dyst attempts to Stealth as well, keeping some distance away from Lily and Huck in case he needs to help provide some flanking. Stealth: 1d20 + 12 ⇒ (6) + 12 = 18
Male Halfling 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
Dyst rushes forward to the door and draws a small dagger as he peeks around the door. Perception into the lit room: 1d20 + 6 ⇒ (14) + 6 = 20
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