| Chelios |
N Medium humanoid (human)
Init +6; Senses Perception +13
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Defense
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AC 26, touch 17, flat-footed 21 (+8 armor, +2 deflection, +5 Dex, +1 natural)
hp 78 (10d8+30)
Fort +8, Ref +16, Will +7 (+2 insight bonus vs mind-affecting effects); +2 trait bonus vs. divinaton effects
Defensive Abilities danger sense +3, evasion, improved uncanny dodge
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Offense
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Speed 30 ft.
Melee keen adamantine dagger +14 (1d4+8/17-20) or
keen adamantine dagger +14 (1d4+5/17-20)
Full Round Attack: keen adamantine dagger +14/+9 (1d4+8/17-20) or
keen adamantine dagger +14/+9 (1d4+5/17-20) or
keen adamantine dagger +12/+7 (1d4+8/17-20) and keen adamantine dagger +12/+7 (1d4+5/17-20)
Ranged dart +12 (1d4-1) or
light crossbow +12 (1d8/19-20)
Special Attacks shadowstrike, sneak attack (unchained) +5d6
Rogue (Unchained) Spell-Like Abilities (CL 0th; concentration +0)
At will—minor magic
5/day—major magic
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Statistics
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Str 8, Dex 22, Con 14, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +6; CMD 24
Feats Dampen Presence, Eldritch Heritage[UM], Hellcat Stealth, Improved Two-weapon Fighting, Skill Focus (Stealth), Steadfast Personality[ACG], Two-weapon Fighting, Weapon Finesse
Traits carefully hidden, river rat (marsh or river)
Skills Acrobatics +18, Bluff +15, Climb +10, Diplomacy +15, Disable Device +16, Disguise +8, Escape Artist +18, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (history) +3, Knowledge (local) +8, Knowledge (religion) +3, Perception +13, Ride +8, Sense Motive +8, Sleight of Hand +18, Stealth +29, Swim +3, Use Magic Device +15
Languages Common, Elven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, fast stealth, major magic, minor magic, pressure points), trapfinding +5
Combat Gear wand of infernal healing (50 charges), caltrops; Other Gear +2 shadow mithral agile breastplate, dart (10), keen adamantine dagger, keen adamantine dagger, light crossbow, bat cloak, handy haversack, stalker's mask, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 4,958 gp
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Special Abilities
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Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Dampen Presence You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature's perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Major Magic (Chill Touch, 5/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Detect Magic, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja.
Shadowstrike (5/day) (Sp) Melee touch attack deals 1d4+4 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Steadfast Personality You gain a +2 insight bonus to Will saves vs mind-affecting effects.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
What do you think aboutthis unchained rogue build?
| Blave |
| 1 person marked this as a favorite. |
Build is fine overall. Some thoughts though:
- I'd take some other touch spell with major magic. Make one of your weapons conductive or spellstoring so you can trigger the extra damage on demand. As an alternative, get a completely different spell like vanish or maybe shield and grab quicken spell-like ability at level 11.
- If possible, get a Celestial Armor. Your breastplate should give you a penalty to attack roles unless I'm missing something.
- The second dagger doesn't need to be adamantine. Waste of money unless you know you'll be fighting LOTS of constructs. Same goes for the keen enchantment on both weapons. Without some more damage sources that are multiplied on a crit, keen doesn't really pay off.
- Shadow strike seems like a weak use of a feat (and a standard action) to me. It's half-decent with sneak attack but I'd rather get something that helps me connect with my regular attacks or improve my defense. Iron Will/Great Fortitude, Weapon Focus or maybe Improved Critical. Would also eleminate your need for Charisma, so you could use those points somewhere else.
- You're level 10 but non of your rogue-talents seems to be advanced. If you start at leve 10, get crippling strike instead of pressure points.
Personally I'm thinking about playing a halfling unchained rogue. Scout archetype and spring attack to get into better flanking position. High acrobatics for avoiding AoOs, Mobility and underfoot (the APG-feat) for +6 AC against the unavoidable AoOs. Being halfling also grants an awesome +1 AC and +1 attack, not to mention the +4 stealth, not to mention a much needed +1 to all saves. With unchained, I think halflings are great for rogues.
| Secret Wizard |
Looks great, just two things:
1. I think you can honestly do without the TWF penalties. You don't even have Double Slice! I think you should go with a single weapon, like a Rapier or a Short Sword. That frees up two feats... Weapon Focus and Great Fortitude? That's a +3 to hit on your main attack compared to this build and better Fort saves to boot.
2. It seems like you have a ton of extra skills. Perhaps switch INT for WIS for more will saves? Rogues honestly don't need INT. They got enough skill points as is.
| Chelios |
Build is fine overall. Some thoughts though:
- I'd take some other touch spell with major magic. Make one of your weapons conductive or spellstoring so you can trigger the extra damage on demand. As an alternative, get a completely different spell like vanish or maybe shield and grab quicken spell-like ability at level 11.
- If possible, get a Celestial Armor. Your breastplate should give you a penalty to attack roles unless I'm missing something.
- The second dagger doesn't need to be adamantine. Waste of money unless you know you'll be fighting LOTS of constructs. Same goes for the keen enchantment on both weapons. Without some more damage sources that are multiplied on a crit, keen doesn't really pay off.
- Shadow strike seems like a weak use of a feat (and a standard action) to me. It's half-decent with sneak attack but I'd rather get something that helps me connect with my regular attacks or improve my defense. Iron Will/Great Fortitude, Weapon Focus or maybe Improved Critical. Would also eleminate your need for Charisma, so you could use those points somewhere else.
- You're level 10 but non of your rogue-talents seems to be advanced. If you start at leve 10, get crippling strike instead of pressure points.
Personally I'm thinking about playing a halfling unchained rogue. Scout archetype and spring attack to get into better flanking position. High acrobatics for avoiding AoOs, Mobility and underfoot (the APG-feat) for +6 AC against the unavoidable AoOs. Being halfling also grants an awesome +1 AC and +1 attack, not to mention the +4 stealth, not to mention a much needed +1 to all saves. With unchained, I think halflings are great for rogues.
I don't like the fluff of the halfling, i pick shadow strike for more touch attack and for Shadow Well.
Looks great, just two things:
1. I think you can honestly do without the TWF penalties. You don't even have Double Slice! I think you should go with a single weapon, like a Rapier or a Short Sword. That frees up two feats... Weapon Focus and Great Fortitude? That's a +3 to hit on your main attack compared to this build and better Fort saves to boot.
2. It seems like you have a ton of extra skills. Perhaps switch INT for WIS for more will saves? Rogues honestly don't need INT. They got enough skill points as is.
Why not TWF? TWF = more attacks = more sneack attacks.
And yes i'm going to change int with wis
| AndIMustMask |
TWF penalties are killer, especially with no accuracy booster (unlike literally every class not named monk).
to shore up your saves:
-(will/fort) theres lots of traits that give a +1 bonus to one or the other.
-(will) if you're cha-based, you can take the steadfast personality to add cha to will on top of wis.
-(will) get a clear spindle ioun stone and slot it into a wayfinder.
-(fort) take the twist away feat, and buy a ring of furious action.
Fruian Thistlefoot
|
With 2 Keen weapons like that I feel Butterfly sting could be of good use to the party. SA damage is never multiplied on a crit so a critical is not that good for a rogue like it is for say the barbarian. Makes me feel more Group helpful when I can pass on something as major as a critical strike.
I feel being that invested in stealth is cool and all but a invisibility potion/wand is far superior. A rogue with a Scroll, Potion, and wand Archive is a smart rogue. People highly underestimate Consumables but I believe that is what the rogue class is all about. Rogues are not stupid so they would come up with some clever combination of items to overcome obstacles with.
| ShroudedInLight |
Debilitating Injury is awesome at offsetting that penalty, at fourth level this is a -4. Since they are level 10, that is a -6 to AC. More than enough to take care of the penalties from TWF.
Sure getting the initial hit will be a little rough, but once they get a sneak attack that -6 to AC will ensure a few extra hits which will extend the duration of the AC loss a few rounds. That gives the Rogue plenty of time to focus down a single opponent.
Bewildered is so strong.
| Chelios |
TWF penalties are killer, especially with no accuracy booster (unlike literally every class not named monk).
to shore up your saves:
-(will/fort) theres lots of traits that give a +1 bonus to one or the other.
-(will) if you're cha-based, you can take the steadfast personality to add cha to will on top of wis.
-(will) get a clear spindle ioun stone and slot it into a wayfinder.
-(fort) take the twist away feat, and buy a ring of furious action.
I already have steadfast personality
With 2 Keen weapons like that I feel Butterfly sting could be of good use to the party. SA damage is never multiplied on a crit so a critical is not that good for a rogue like it is for say the barbarian. Makes me feel more Group helpful when I can pass on something as major as a critical strike.
I feel being that invested in stealth is cool and all but a invisibility potion/wand is far superior. A rogue with a Scroll, Potion, and wand Archive is a smart rogue. People highly underestimate Consumables but I believe that is what the rogue class is all about. Rogues are not stupid so they would come up with some clever combination of items to overcome obstacles with.
Butterfly sting seems a nice feat to invest in( in my group there is a barbarian), and yes I’m going to buy a lot of consumables.
If you are going to TWF with daggers, you really should worship pharasma for her deific obedience. +2 to hit with daggers offsets the TWF penalties.
Debilitating Injury is awesome at offsetting that penalty, at fourth level this is a -4. Since they are level 10, that is a -6 to AC. More than enough to take care of the penalties from TWF.
Sure getting the initial hit will be a little rough, but once they get a sneak attack that -6 to AC will ensure a few extra hits which will extend the duration of the AC loss a few rounds. That gives the Rogue plenty of time to focus down a single opponent.
Bewildered is so strong.
it's hard to actually full attack after setting up a flank. possibly with the hampered condition
Catfolk rogues can do it late levels...maybe Tengu if you allow old Archetypes.
If you have disposable gold, Quick Runners shirts can be swapped out over and over after each combat in order simulate Pounce.
I’m really thinking to change from TWF to One handed Weapon…
| Chelios |
Unnamed Hero
Male human rogue (unchained) 10
N Medium humanoid (human)
Init +6; Senses Perception +15
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Defense
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AC 26, touch 17, flat-footed 21 (+8 armor, +2 deflection, +5 Dex, +1 natural)
hp 78 (10d8+30)
Fort +8, Ref +16, Will +11; +2 trait bonus vs. divinaton effects
Defensive Abilities danger sense +3, evasion, improved uncanny dodge
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Offense
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Speed 30 ft.
Melee +2 cold iron rapier +15 (1d6+8/18-20)
Ranged mwk hand crossbow +13 (1d4/19-20)
Special Attacks sneak attack (unchained) +5d6
Rogue (Unchained) Spell-Like Abilities (CL 0th; concentration +0)
. . At will—minor magic
. . 5/day—major magic
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Statistics
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Str 8, Dex 22, Con 14, Int 14, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 24
Feats Dampen presence, Hellcat Stealth, Iron Will, Skill Focus (Stealth), Twist Away[ACG], Weapon Finesse, Weapon Focus (rapier), Weapon Versatility
Traits carefully hidden, pragmatic activator
Skills Acrobatics +18, Bluff +13, Climb +10, Diplomacy +13, Disable Device +16, Disguise +6, Escape Artist +18, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (history) +3, Knowledge (local) +8, Knowledge (religion) +3, Perception +15, Ride +8, Sense Motive +10, Sleight of Hand +18, Stealth +29, Survival +2 (+4 to avoid becoming lost), Swim +2, Use Magic Device +15
Languages Common, Elven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, crippling strike, fast stealth, major magic, minor magic), trapfinding +5
Combat Gear quick runner's shirt, ring of ferocious action, wand of infernal healing (50 charges), wand of invisibility, caltrops; Other Gear +2 shadow mithral agile breastplate, +2 cold iron rapier, crossbow bolts (10), mwk hand crossbow, clear spindle ioun stone, bat cloak, handy haversack, stalker's mask, wayfinder, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 1,261 gp
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Special Abilities
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Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Ioun stone (clear spindle) Sustains bearer without food or water.
Major Magic (Chill Touch, 5/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Detect Magic, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Ring of ferocious action (5/day) If staggered at start of turn, can ignore condition until next turn.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
i've changed something
| Chelios |
Debilitating injury will only stay till your next turn if you hit more than once. That means you need to full attack, which isn't likely if you are moving in to a flank on the same turn.
First time i'll use chill touch... with + 7 AT + 6 mod ex and + 2 from flankig( or - x for not dex for the enemy) and a touch attack, i think i'm going to land my sneack attack, from the next turn i have a full attack from my rapier +16/+11 -6AC, and i think at least i can land 1 sneack attack so my debilitating injury probably never ends
| Blave |
If you only hit your enemy once in the first round, debilitating injury will end BEFORE your attacks on your next turn. So your first rapier attack wll not benefit from the debuff and the next attack will only benefit if the first attack hits (and is a sneak attack of course).
Also, how do you not suffer an attack penalty from your Breastplate?
| Chelios |
If you only hit your enemy once in the first round, debilitating injury will end BEFORE your attacks on your next turn. So your first rapier attack wll not benefit from the debuff and the next attack will only benefit if the first attack hits (and is a sneak attack of course).
Also, how do you not suffer an attack penalty from your Breastplate?
I have changed my armor... OMG you are right, i must re-thinkimg my character
| Bandw2 |
yes, with Animal Ally
Also, this is why i recommend first strike to be Hampered, he can't 5-foot step out of flanking, if you land the sneak attack on AoO it extended the duration of hampered, if he sits there, you change to AC malus.
| Chelios |
yes, with Animal Ally
Also, this is why i recommend first strike to be Hampered, he can't 5-foot step out of flanking, if you land the sneak attack on AoO it extended the duration of hampered, if he sits there, you change to AC malus.
So i'm going to try to build a rogue with an animal buddy, how can i pick teamwork feats for my animal?
Kalindlara
Contributor
|
Bandw2 wrote:Where can i find first strike?yes, with Animal Ally
Also, this is why i recommend first strike to be Hampered, he can't 5-foot step out of flanking, if you land the sneak attack on AoO it extended the duration of hampered, if he sits there, you change to AC malus.
I believe he means "your first attack should cause Hampered". ^_^
| Chelios |
Chelios wrote:I believe he means "your first attack should cause Hampered". ^_^Bandw2 wrote:Where can i find first strike?yes, with Animal Ally
Also, this is why i recommend first strike to be Hampered, he can't 5-foot step out of flanking, if you land the sneak attack on AoO it extended the duration of hampered, if he sits there, you change to AC malus.
yes i edit XD... i think it's a feat....
| Bandw2 |
Bandw2 wrote:So i'm going to try to build a rogue with an animal buddy, how can i pick teamwork feats for my animal?yes, with Animal Ally
Also, this is why i recommend first strike to be Hampered, he can't 5-foot step out of flanking, if you land the sneak attack on AoO it extended the duration of hampered, if he sits there, you change to AC malus.
outflank probably, also might get Butterfly's String and Boon Companion
Kalindlara
Contributor
|
Bandw2 wrote:So i'm going to try to build a rogue with an animal buddy, how can i pick teamwork feats for my animal?yes, with Animal Ally
Also, this is why i recommend first strike to be Hampered, he can't 5-foot step out of flanking, if you land the sneak attack on AoO it extended the duration of hampered, if he sits there, you change to AC malus.
They get a feat every other Hit Die, just like PCs. However, an animal companion with 2 Int or less can only pick a specific subset of feats.
Once it has 4 HD, raise its Int to 3. Then, just have it pick the same feats. ^_^
Imbicatus
|
Another option would be to take the Carnivalist archetype. You get a familiar instead of an animal companion, but the familiar can be pretty beefy, especially with the Mauler or Valet archetypes. As a plus, the familiar has your sneak attack dice as well.
| Chelios |
Male human rogue (unchained) 10
N Medium humanoid (human)
Init +6; Senses Perception +17
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Defense
--------------------
AC 25, touch 18, flat-footed 19 (+6 armor, +2 deflection, +6 Dex, +1 natural)
hp 78 (10d8+30)
Fort +8, Ref +16, Will +11; +2 trait bonus vs. divinaton effects
Defensive Abilities danger sense +3, evasion, improved uncanny dodge
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Offense
--------------------
Speed 30 ft.
Melee +2 cold iron rapier +16 (1d6+8/18-20) or
. . adamantine rapier +15 (1d6+6/18-20)
Ranged mwk hand crossbow +14 (1d4/19-20)
Special Attacks sneak attack (unchained) +5d6
Rogue (Unchained) Spell-Like Abilities (CL 0th; concentration +0)
. . At will—minor magic
. . 5/day—major magic
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 14, Int 14, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 24
Feats Dampen Presence, Hellcat Stealth, Iron Will, Skill Focus (Stealth), Twist Away[ACG], Weapon Finesse, Weapon Focus (rapier), Weapon Versatility
Traits carefully hidden, pragmatic activator
Skills Acrobatics +19, Bluff +13, Climb +10, Diplomacy +13, Disable Device +17, Disguise +6, Escape Artist +19, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (history) +3, Knowledge (local) +8, Knowledge (religion) +3, Perception +17, Ride +9, Sense Motive +10, Sleight of Hand +19, Stealth +30, Survival +2 (+4 to avoid becoming lost), Swim +3, Use Magic Device +15
Languages Common, Elven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, crippling strike, fast stealth, major magic, minor magic), trapfinding +5
Combat Gear quick runner's shirt, ring of ferocious action, wand of infernal healing (50 charges), wand of invisibility, caltrops; Other Gear +2 shadow mithral chain shirt, +2 cold iron rapier, adamantine rapier, crossbow bolts (10), mwk hand crossbow, clear spindle ioun stone, bat cloak, handy haversack, wayfinder, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork tool, mess kit, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 2,741 gp
--------------------
Special Abilities
--------------------
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Ioun stone (clear spindle) Sustains bearer without food or water.
Major Magic (Chill Touch, 5/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Detect Magic, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Ring of ferocious action (5/day) If staggered at start of turn, can ignore condition until next turn.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
My final form
| Chelios |
I really hate when i can't modify my post...
Garret da SbomsbomSchiò
Male human rogue (unchained) 10
N Medium humanoid (human)
Init +6; Senses Perception +17
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Defense
--------------------
AC 25, touch 18, flat-footed 19 (+6 armor, +2 deflection, +6 Dex, +1 natural)
hp 78 (10d8+30)
Fort +8, Ref +16, Will +11; +2 trait bonus vs. divinaton effects
Defensive Abilities danger sense +3, evasion, improved uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine rapier +11 (1d6+4/18-20) or
. . +1 cold iron rapier +11 (1d6+7/18-20)
Ranged mwk hand crossbow +14 (1d4/19-20)
Special Attacks sneak attack (unchained) +5d6
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 14, Int 14, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 24
Feats Dampen Presence, Hellcat Stealth, Improved Two-weapon Fighting, Iron Will, Skill Focus (Stealth), Twist Away[ACG], Two-weapon Fighting, Weapon Finesse, Weapon Focus (rapier), Weapon Versatility
Traits carefully hidden, pragmatic activator
Skills Acrobatics +19, Bluff +13, Climb +10, Diplomacy +13, Disable Device +17, Disguise +6, Escape Artist +19, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (history) +3, Knowledge (local) +8, Knowledge (religion) +3, Perception +17, Ride +9, Sense Motive +10, Sleight of Hand +19, Stealth +30, Survival +2 (+4 to avoid becoming lost), Swim +3, Use Magic Device +15
Languages Common, Elven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bonus feat, combat trick, crippling strike, fast stealth, weapon training), trapfinding +5
Combat Gear quick runner's shirt, ring of ferocious action, wand of infernal healing (50 charges), wand of invisibility, caltrops; Other Gear +2 shadow mithral chain shirt, +1 adamantine rapier, +1 cold iron rapier, crossbow bolts (10), mwk hand crossbow, clear spindle ioun stone, bat cloak, handy haversack, wayfinder, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork tool, masterwork tool, masterwork tool, mess kit, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 2,641 gp
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Special Abilities
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Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Ioun stone (clear spindle) Sustains bearer without food or water.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Ring of ferocious action (5/day) If staggered at start of turn, can ignore condition until next turn.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
This is my real final form