Jump to content

Edit History

Boz - Rogue 1


N
Medium
Human
Versatile Heritage
Humanoid

Perception +5; Low-Light Vision
Languages None selected
Skills Acrobatics +7, Arcana +4, Athletics +3, Crafting +4, Deception +5, Diplomacy +5, Intimidation +5, Lore: Underworld +4, Occultism +4, Stealth +7, Thievery +7
Str +0, Dex +4, Con +2, Int +1, Wis +0, Cha +2
Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Climbing Kit, The Old Mage Deck, Clothing (Explorer's)


AC 18; Fort +5, Ref +9, Will +5
HP 18
Nimble Dodge action_reaction_black.pngRequirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.


Speed 25 feet
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P
Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P
Trick Magic Item action_single_black.png (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
Precision Damage Sneak Attack 1d6
Arcane Innate Spells DC 15, attack +5; Cantrips 
Detect Magic
Additional Feats Arcane Sense, Experienced Smuggler, Gloomseer, Tumble Behind (Rogue)
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Boz - Rogue 1


N
Medium
Human
Versatile Heritage
Humanoid

Perception +5; Low-Light Vision
Languages None selected
Skills Acrobatics +7, Arcana +5, Athletics +3, Deception +4, Diplomacy +4, Lore: Underworld +5, Medicine +3, Occultism +5, Society +5, Stealth +7, Survival +3, Thievery +7
Str +0, Dex +4, Con +2, Int +2, Wis +0, Cha +1
Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Climbing Kit, Clothing (Explorer's), The Old Mage Deck


AC 18; Fort +5, Ref +9, Will +5
HP 18
Nimble Dodge action_reaction_black.pngRequirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.


Speed 25 feet
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P
Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P
Trick Magic Item action_single_black.png (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
Precision Damage Sneak Attack 1d6
Arcane Innate Spells DC 14, attack +4; Cantrips Detect Magic
Additional Feats Arcane Sense, Experienced Smuggler, Gloomseer, Tumble Behind (Rogue)
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

×
×
  • Create New...