"Sure I can clean out your cellar. Can I keep whatever I find in their nests?"
Hit Points 6
Size: Small
Speed: 25 feet
Ability Boosts: Dexterity, Charisman, Free
Ability Flaw(s): Wisdom
Languages Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.
LO: CG
Class: Rogue 1
Archetype: None
Background: Street UrchinYou eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.
Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.
You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin. You gain the Pickpocket skill feat.
CRB
Deity: ----
Alignment: Neutral Good
Age: 23 years
Height: 2' 4"
Weight: 31 lbs
Eyes: Pale Gray, Highly Reflective
Skin: Pale, Gray, Indigo tinted
Hair: Thin layer of black fur
Armor Class: 18
Size: Small
Speed: 25 ft
Senses: Darkvision
Perception: +4 T
Weapons: Simple T, Rapier T, Sap T, Shortbow T, Shortsword T, Unarmed Attacks T
Languages: Common, Goblin
When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.
Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.
APG
Saves:
- Fortitude T
- Reflex E
- Will E
Skills: Trained in Stealth, One determined by racked, and 7 + Int mod skills
Attacks:
- Simple Weapons T
- Rapier, Sap, Shortbow, and Shortsword T
- Unarmed Attack T
Defenses:
- Light Armor T
- Unarmored Defense T
Class DC
- Rogue T
A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.
Spell List primal
Bloodline Skills Intimidation, Nature
Granted Spells cantrip produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance
Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
Elemental Type
At 1st level, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with fiame; and if it's water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. Replace any existing elemental traits with the trait of the element you chose.
CRB
Surprise AttackSpecial Feature Level 1
You 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 flat-footed to you.
CRB
LO: CG
When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed 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.
CRB
DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
CRB
CastingSorcerer - Primal
Cantrips
- Produce Flame ==> Air instead of fire and does bludgeoning damage.
- Needle Darts
Feat Source Awarded Feat Level 1
Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
CRB
Sorcerer DedicationSorcerer Dedication
ArchetypeDedicationMulticlass
Feat Source Archetype Feat Level 2
Prerequisites Charisma 14
Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.
Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
CRB
Goblin
Feat Source Ancestry Feat Level 1
You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.
When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.
Special If you have the irongut goblin heritage, increase the bonuses to +2.
CRB
PickpocketGeneralSkill
Feat Source Awarded Feat Level 1
Prerequisites trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
CRB
Feat Source Class Feat Level 1
Requirements 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.
CRB
StreetwiseGeneralSkill
Feat Source Skill Feat Level 1
Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
CRB
Feat Source Ancestry Feat Level 1
Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
CRB
Produce Flame T
Needle Darts T
Dagger T
Shortbow T
+6
+6
+7
+7
1d4+3 Fire
3d4 P
1d4 P
1d6 P
30'
60'
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60'
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0
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1
1
1
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Cantrip
Cantrip
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Bow
2xDmg + 1d4 persistent Fire on Crit
2xDmg + Bleeding 1 on Crit
Agile, Finesse, Thrown 10', Versatile S
Deadly D10
0
3
0
5
Current Bulk: 3.8 | Encumbered: 5 | Maximum: 10 |