About Zilybar GnazZilybar Gnaz
Stats:
Attributes STR 10 (-) DEX 18 (+4) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 13 (+1) Offense BAB: +4
Dagger (Melee)
Dagger (Range)
Defense
Combat Maneuvers
Saves
Skills:
Unchained Rogue Per Level: 8 (4 Base +2 Int +2 Background)=40 Dark Delver Per Level: 12 (8 Base +2 Int +2 Background)=24 Total: 64 Rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana) Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spell Craft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). The Dark Delver’s class skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha). Skills: Acrobatics: +16 (+7 Ranks +3 Class Skill +4 Dex +2 Racial) Appraise: +12 (+7 Ranks +3 Class Skill +2 Int)BG:7 Bluff: +1 (+0 Ranks +0 Class Skill +1 Cha) Climb: +2 (+0 Ranks +0 Class Skill +0 Str +2 Racial) Craft: +2 (+0 Ranks +0 Class Skill +2 Int) Craft: +2 (+0 Ranks +0 Class Skill +2 Int) Diplomacy: +1 (+0 Ranks +0 Class Skill +1 Cha) Disable Device: +20 (+7 Ranks +3 Class Skill +4 Dex +2 Tools +3 Trapfinding +1 Master Explorer) Can take 10 Disguise: +1 (+0 Ranks +0 Class Skill +1 Cha) Escape Artist: +14 (+7 Ranks +3 Class Skill +4 Dex) Fly: +4 (+0 Ranks +0 Class Skill +4 Dex) Handle Animal: +1 (+0 Ranks +0 Class Skill +1 Cha) Heal: +2 (+0 Ranks + Class Skill +2 Wis) Intimidate: +1 (+0 Ranks +0 Class Skill +1 Cha) Knowledge (arcana): +8 (+2 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (dungeoneering): +8 (+2 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (engineering): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (geography): +8 (+2 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (history): +11 (+5 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (local): +8 (+2 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (nature): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (nobility): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (planes): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge) Knowledge (religion): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge) Linguistics: +12 (+7 Ranks +3 Class Skill +2 Int) BG 7 Perception: +15 (+7 Ranks +3 Class Skill +2 Wis +2 Racial +1 Master Explorer)+3 vs. Traps Trapfinding Rogue's Edge Perform : +1 (+0 Rank +0 Class Skill +1 Cha) Profession: +2 (+0 Rank +0 Class Skill +2 Wis) Ride: +1 (+0 Ranks +0 Class Skill +1 Cha) Sense Motive: +2 (+0 Ranks + Class Skill +2 Wis) Sleight of Hand: +4 (+0 Ranks +0 Class Skill +4 Dex) Spell craft: +12 (+7 Ranks +3 Class Skill +2 Int) Stealth: +18 (+7 Ranks +3 Class Skill +4 Dex +4 Racial) Can take 10 Survival: +2 (+0 Ranks +0 Class Skill +2 Wis) Swim: +4 (+1 Ranks +3 Class Skill +0 Str) Use Magic Device: +1 (+0 Rank +0 Class Skill +1 Cha) Traits:
Reactionary +2 Initiative Skillful You’ve always been interested in a wide array of things, and growing up you’ve spent time honing some of these talents, which has helped you in life. Some have attributed your successes to luck, but others have recognized what you truly have— skill. This interest in and practice of a diverse array of skills and abilities has served you well in a number of different jobs, and following in your varied interests you learned of the expedition to the ruins of Azlant. After your application, the Bountiful Venture Company selected you for the expedition because your skillful approach to matters would be helpful for a growing colony. Once per day when you fail an Acrobatics, Climb, Spellcraft, Stealth, or Use Magic Device check, you can immediately reroll that check as a free action. You must take the second result, even if it’s worse. Feats:
Scribe Scroll Dodge Improved Initiative Point Blank Shot Racial Abilities:
+2 Dexterity, +2 Charisma, and –2 Strength. Size:
Base Speed (Slow Speed):
Fearless:
Sure-Footed:
Weapon Familiarity:
Keen Senses:
Class Abilities:
Unchained Rogue Finesse Training:Weapon Finesse:Dagger Sneak Attack +1d6 Trap finding Evasion Rogue Talent: Canny Observer Alarm Sense (Su) At 3rd level, an eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap. Debilitating Injury (Ex) Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. Rogue’s Edge (Ex) Perception
Master Explorer (Ex) +1
Surefooted (Ex)
Trap Sense (Ex) +1 Ref/AC(Dodge) against Traps
Money:
Platinum:0 Gold: Silver: Copper: Gems: Equipment:
Strength: 10 Light: 24.75 lbs. or less Medium: 25 - 49.5 lbs. (Max Dex +3, Skill Checks –3, Speed: 15 ft., Run ×4) Heavy: 50 - 75 lbs. (Max Dex +1, Skill Checks –6, Speed: 15 ft., Run ×3) Lift: 75 Drag: 375 MstWk Dagger (.5) Belt Pouch left side (.25) Potion Cure Light Wounds x5 (-) Belt Pouch right side (.25) Alchemist's Fire (1) Oil flask w/oil cloth (1) Whet Stone (-) *Back Pack (2) Carrying: 21.0 Dagger Water Skin Masterwork Thieves Tools Bed Roll Blanket Hat of disguise Hewards Handy Haversack Ring of Protection +1 Bracers of Armor +1 Spells: as a 5th Level Magus:
Arcane (0:4 1st:4+1 2nd:2+1) 0 level: ALL DC:12 Resistance Acid Splash Drench Detect Magic Detect Poison Read Magic Daze Breeze Dancing Lights Flare Light Penumbra Ray of Frost Scoop Spark Ghost Sound Haunted Fey Aspect Jolt Mage Hand Mending Message Open/Close Root Arcane Mark Prestidigitation 1 Level:9 DC:13 Alarm Shield Mage Armor Identify Magic Missile Secluded Grimoire Silent Image Ventriloquism 9 2 Level: 4 DC:14
Appearance and Background:
Zilybar was a normal Halfling who enjoyed his life on his terms. He will help those that need helping but tend to just want to be left to his own devices if it is plausible. He enjoy infiltrating the local Kobold warrens to set traps inside their own homes. This would take the form of a simple spell that would close off a corridor and make the target wonder what just happened. Silent Image was becoming one of his favorite spells. On one such adventure he over heard a conversation about the push to reclaim what has been known as the greenbelt. He felt it was time to move on to better things and after retreating out of the warrens he was on his way to a small village several days away. There he would look into acquiring some transportation to this Restov. This was a mistake on his part. The day he walk into the small village it was raining and he was miserable. Zilybar was only interested in getting dry and warm. This adventure was starting off on a bad note with the weather. So when he and several other were offered to join a caravan at a very low price he jumped at the offer without wondering why it was so cheap. Several days into the trip one of the travelers went and disappeared over night. We spent the first few hours of the morning looking for him and when we found him there was not much left. The wolves had gotten to him. The guards determined rather quickly that he went out to relieve himself and was attacked by wolves. The next couple of days go by without a problem, then a family of three vanished overnight. No trace of them was found but it was speculated that they must have wondered off and got lost. The guards came to this conclusion rather fast as well.
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