Age: 17
Height: 4' 8" (142cm)
Weight: 89lb (40,4kg)
Faction: Grand Lodge
Male Tengu Rogue (Unchained) (Thug) 4 / Mesmerist (Enigma) 1 of Norgorber
Neutral Neutral Medium Humanoid (tengu)
Player Feuran
Init +7 (+7 dex)
Senses Perception 1, Low-light vision
AC 22, touch 18, flat-footed 22; (+4 armor, +7 dex, +1 dodge)
HP 42 (level x (con2 + fav1 + 5) + 3 - 1)
Fort +4 (con +2, class +1, resistance +1)
Ref +14 (dex +7, class +6, resistance +1
Will +3 (wis -1, class +3, resistance +1)
Special Defenses
- Evasion
- Uncanny dodge
- Mobility
- Solipsism, 20% concealment or invisibility against one target
Speed 30ft, with armor 30ft
Melee one-handed Claw +10 (1d3+7), x2
Melee full attack Claw, Claw, Bite +10 (1d3-2), x2
Ranged Shortbow +10 (1d6), x3
Special
- Sneak attack +2d6
- Opponents damaged by sneak attack can't make attacks of opportunity for 1 round and gain Debilitating Injury
- Can forgo 1d6 sneak to make target sickened for rounds 1/2 rogue lvls
- 3/day False Flanker
- Canny Tumble + Daredevil Boots: When trying to move through threatened squares:
- if succeed, target is denied dex against your next attack before start of your next turn and gain +2 att. for it, gain extra +1 att. until end of your turn if you moved THROUGH foe.
- Claws deal nonlethal without attack penalty, demoralize when doing nonlethal damage
- if succeed, target is shaken for rounds equal to dmg dealt OR frightened for 1 round (critical hit is both)
- (Demoralize DC = 10 + the target’s Hit Dice + the target’s Wisdom modifier)
Spells known
1st: 2/day: Faerie Fire, Share Language
Cantrips: Read Magic, Detect Magic, Light, Open/Close
Str 7 Dex 24 Con 14 Int 8 (4th) Wis 9 Cha 14
Base Atk 3 CMB 1 CMD 18
Feats
- Improved Unarmed Strike (tengu racial, for the purpose of qualifying for other feats)
- Dodge (1st)
- Weapon Finesse (rogue 1)
- Enforcer (talent Combat trick)
- Mobility (3th)
- Canny Tumble (5th)
Talents
Skills ACP (0), skill points per level (rogue 7, mesmerist 5)
Skill | Total bonus | Ranks | Misc. mod. |
Acrobatics | 17(22) | 5 | 3+2(+5+* move through foes) |
Climb | 2 | 1 | 3 |
Diplomacy | 12 | 5 | 3+2 |
Disable Device | 17 | 5 | 3+2 |
Escape Artist | 17 | 5 | 3+2 |
Intimidate | 12(14) | 5 | 3+2+**(+2 demoralize) |
Perception | 1 | 0 | 2 |
Stealth | 14 | 1 | 3+2+1 |
Swim | 2 | 1 | 3 |
UMD | 12 | 5 | 3+2 |
*Acrobat's pillar
*Demoralize with +2 bonus
**+2 Intimidate vs. prisoners
Traits Mock Gladiator (Claw), Shadow Whispers
Languages Common, Tengu
RSQ
- Sneaky, +2 perception and stealth
- Glide, DC 15 fly check to fall as if feather fall, additional DC 15 to glide moving 5 feet to side every 20 feet fell
- Claw Attack, x2 1d3 Claws
- Natural Weapon, 1d3 Bite
SQ General
- Boon from Elledra, +2 dex
- Mock Gladiator (Claw), no penalty to nonlethal with Claws, 1/day if you crit you can try to demoralize the opponent
- Enforcer, when dealing nonlethal can demoralize, target is shaken x rounds per dmg dealt, if crit ALSO frightened for 1 round
- Power of the Giants, 1/day enlarge self as spell-like ability (CL 1)
SQ Rogue
- Finesse Training, Claws add dex instead of str to damage
- Frightening, shaken from demoralize lasts 1 extra round, if shaken lasts 4 or more rounds, can change condition to frightened for 1 round
- Brutal Beating, can forgo 1d6 sneak attack (melee) to make target sickened for rounds equal to 1/2 rogue levels
- Sneak Attack, 2d6
- Debilitating injury
- Uncanny dodge
SQ Mesmerist
- Hypnotic Stare (Solipsism), swift, 30ft range, fade from target's view, gain concealment (20%) for 1 round and become invisible at the start of your next turn. Target also takes -4 perception against Enigma
- Mesmerist trick, False Flanker, 3/day, standard, touch, max 1 active, free action to trigger (even when not your turn), can trigger only when you threaten the enemy, to create illusion flanker adjacent to the enemy. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect (DC 12).
- Veiled Steps, +1 stealth
On person: Handy Haversack
In backpack: Acrobat's pillar
Wealth:
Potions/Oils:
Scrolls:
Wands:
Miscs:
Ioun Stones:
Encumbrance x lb. without backpack, x lb. with backpack (x lb. light/x lb. medium/x lb. heavy)
Wondrous Items
- Head
- Headband
- Face/Eyes
- Neck
- Shoulders Cloak +1
- Chest
- Body
- Armor Darkleaf Cloth Studded Leather +1
- Belt Belt of dex +2
- Wrist x2 Spring-loaded Wrist Sheat
- Hand
- Ring
- Ring
- Feet Daredevil Boots
Notes
Background