Lodwilk Posted February 7 Clone Share Posted February 7 (edited) Amenadiel Alliastrae Sheet: Amenadiel Level: 2 Class: Rogue (Thiefs Racket) Archetype: Acrobat Background: Blight Burned Deity: Calistria Alignment: Neutral Good Height: 6'0" Weight: 200 lbs Eyes: Brown Skin: Pale Blue Hair: Black Race: Cavern Elf Gender: Female Age: 23 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 19 | +4 CON: 12 | +1 INT: 16 | +3 WIS: 10 | +0 CHA: 12 | +1 Hit Points: 24 Armor Class: 19 Size: Medium Speed: 30 ft Perception: +6 ◆◆ Fort Save: +5 ◆ Ref Save: +10 ◆◆ Will Save: +6 ◆◆ Abilities Ancestry ElfHit Points 6 Size Medium Speed 30 feet Ability Boosts Dexterity, Intelligence, Free Ability Flaw(s) Constitution Languages Common, Elven. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Draconic, Empyrean, Fey, Gnomish, Goblin, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Low-Light Vision You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Heritage Cavern ElfYou were born or spent many years in underground tunnels or caverns where light is scarce. You gain darkvision. Background Blight BurnedYou were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted creatures attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly disease and still bear a terrible scar from your ordeal. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You’re trained in the Occultism skill and the following lore skill due to research based on your scar: Aberrations Lore, You gain the Oddity Identification skill feat. In addition you receive the following campaign related benefit. You gain a +1 circumstance bonus to Fortitude saves against diseases , and your scar now throbs painfully in the presence of creatures matching the source of your scar, immediately alerting you to their presence. You gain an imprecise lifesense with a range of 30 feet. This lifesense can only detect aberrations. Class Features Class ProficenciesPerception: Expert (◆◆) Saves: Fortitude: Trained (◆), Reflex: Expert (◆◆), Will: Expert (◆◆) Skills: Trained in Stealth Trained in one or more skills determined by your rogue's racket Trained in a number of additional skills equal to 7 plus your Intelligence modifier Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) Light Armour: Trained (◆) Thief's RacketNothing beats the thrill of taking something that belongs to someone else. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing your clients’ vaults for openings. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery. Surprise AttackYou spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you. Sneak Attack (1d6)When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels. Free Archetype Feats Acrobat DedicationPrerequisites trained in Acrobatics You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain. Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype. Feats Skill Feats Class Feats Ancestry & General Feats Oddity IdentificationWhen you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM's discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus. Cat FallPrerequisites trained in Acrobatics Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall. Quiet AlliesPrerequisites expert in Stealth You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls. Tumble BehindYou tumble under and behind your foe, your rapid movement letting you catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is off-guard against the next attack you make before the end of your turn. Unbalancing BlowPrerequisites thief racket Interweaving attacks, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is off-guard against your attacks until the end of your next turn. Elven Weapon FamiliarityYou favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +10 ◆◆ Arcana: +3 Athletics: +4 ◆ Crafting: +7 ◆ Deception: +5 ◆ Diplomacy: +5 ◆ Intimidation: +5 ◆ Lore (Aberrations): +7 ◆ Medicine: +4 ◆ Nature: +4 ◆ Occultism: +7 ◆ Performance: +1 Religion: +4 ◆ Society: +3 Stealth: +10 ◆◆ Survival: +4 ◆ Thievery: +8 ◆ Attacks MELEE RANGE Elven Branched Spear, Elf, Deadly D8, Finesse, Reach, ◆, +9, 1d6+4 P Dagger, Agile, Finesse, Thrown 10ft ◆, +9, 1d4+4 P,S Inventory Platinum Gold Silver Copper 0 3 8 0 Weapons & Armor Leather Armour Elven Branched Spear, Dagger Adventuring Gear Worn Stowed Backpack Bedroll, Chalk (x10), Thieves Toolkit, Climbing Kit, Flint & Steel, Rations (2 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 3 Encumbered: 5 Maximum: 10 Edited February 7 by Lodwilk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted February 21 Clone Share Posted February 21 @Lodwilk If you would like to finish this up you have two more days. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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