Drinking & Dragons

ROR:PC/Israa/Print

From Drinking and Dragons
< ROR:PC/Israa
Revision as of 21:05, 24 February 2015 by >Mqs
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)


Skills

Armor Check Penalty: 0

  • Acrobatics 22 Ranks 13 DEX 6 Class 3 ACP 0
  • Appraise 7 Ranks 1 INT 3 Class 3
  • Bluff 22 Ranks 15 CHA 1 Class 3 recap 3
  • Climb 6 Ranks 1 STR 2 Class 3 ACP 0
  • Craft (base) 6 Ranks 0 INT 3 Class 3
  • Diplomacy 5 Ranks 1 CHA 1 Class 3
  • Disable Device 26 Ranks 14 DEX 6 Class 3 ACP 0 Circumstance 2 Trait 1
  • Disguise 10 Ranks 6 CHA 1 Class 3
  • Disguise (hat) 20 Ranks 6 CHA 1 Class 3 Hat 10 (Will save DC 11)
  • Escape Artist 14 Ranks 5 DEX 6 Class 3 ACP 0
  • Fly 6 Ranks 0 DEX 6 ACP 0
  • Heal -2 Ranks 0 WIS -2
  • Intimidate 19 Ranks 15 CHA 1 Class 3
  • Knowledge (arcana) 7 Ranks 1 INT 3 Class 3
  • Knowledge (dungeoneering) 13 Ranks 4 INT 3 Class 3 Skill Focus 3
  • Knowledge (engineering) 7 Ranks 1 INT 3 Class 3
  • Knowledge (geography) 7 Ranks 1 INT 3 Class 3
  • Knowledge (local) 9 Ranks 3 INT 3 Class 3
  • Knowledge (nature) 8 Ranks 2 INT 3 Class 3
  • Knowledge (nobility) 7 Ranks 1 INT 3 Class 3
  • Knowledge (planes) 7 Ranks 1 INT 3 Class 3
  • Knowledge (religion) 7 Ranks 1 INT 3 Class 3
  • Linguistics 8 Ranks 1 INT 3 Class 3
  • Perception 18 Ranks 15 WIS -2 Class 3 Racial 2
  • Perform (base) 4 Ranks 0 CHA 1 Class 3
  • Perform (dance) 7 Ranks 1 CHA 1 Class 3 bonus 2
  • Ride 10 Ranks 1 DEX 6 ACP 0 Class 3
  • Sense Motive 7 Ranks 1 WIS -2 Class 3 ACP 0 Competence 5
  • Sleight of Hand 15 Ranks 6 DEX 6 Class 3
  • Sleight of Hand (blade) 20 Ranks 6 DEX 6 Class 3 Class 5
  • Spellcraft 12 Ranks 4 INT 3 Feat 2 Class 3
  • Stealth 27 Ranks 13 DEX 6 Class 3 ACP 0 Size 0 Competence 5
  • Survival 3 Ranks 1 WIS -2 Feat 1 Class 3
  • Swim 6 Ranks 1 STR 2 Class 3 ACP 0
  • Use Magic Device 15 Ranks 11 CHA 1 Class 3

Overview

Isra'a, the Tenth level Chaotic Good Half-Elf Knife Master Rogue, Fifth level Lore Warden Fighter

  • Str 16 (3) • Dex 22 (6) • Con 18 (4) • Int 16 (3) • Wis 7 (-2) • Cha 12 (1)
    Str 14 • Dex 17 Race 2 Level 1 Enhancement 2• Con 15 Level 1 Enhancement 2 • Int 13 Level 1 Enhancement 2 • Wis 5 Enhancement 2 • Cha 12
  • Initiative: 8 DEX 6 Enhancement 2Speed: 30 • Size: Medium (0)
    • 8 or slowed.
    • Ignore swamp, rain, fog, etc
  • Languages: Common, Drow, Elven, Thassilonian, Giant, Dracoic • Senses: Normal, Low-Light Vision

Defense

  • Hit Points: 198 + 1d5 • Hit Dice: 13 10d4 + 40 + 60 + 14 + 15 + 5d5 + 25
    • Resilency: 1/day, when taken below 0, immediate action: Gain 10 temporary HP for 1 minute.
  • AC: 31 Base 10 Armor 8 Shield 0 DEX 6 Size 0 Natural 2 Deflection 3 Dodge 1 Insight 1Touch: 21 Base 10 DEX 6 Size 0 Deflection 3 Dodge 1 Insight 1Flat-Footed: 31 Base 10 Armor 8 Shield 0 Size 0 Natural 2 Deflection 3 Insight 1 Dodge 1
    • Blade Sense: +3 dodge bonus to AC vs light blades.
    • Uncanny Dodge: Cannot be caught flat-footed.
    • Improved Uncanny Dodge: Cannot be flanked.
  • CMD: 37 Base 10 BAB 12 STR 2 DEX 6 Size -0 LW Bonus 2
  • Fortitude: 18 • Reflex: 19 • Will: 11
    Fortitude 7 CON 4 Resistance 5 Feat 2 • Reflex 8 DEX 6 Resistance 5 • Will 4 WIS -2 Resistance 5 Untyped 2 Feat 2
    • Resistance 2 vs poison, disease
    • Racial +2 vs enchantment spells and effects
    • Seducer's Bane +5 vs enchantment spells and effects
    • Evasion: On successful reflex save, no damage instead of half.
Resistances
  • DR: none • SR: none
    • Immune to magic sleep effects.

Offense

  • BAB: 12 Rog 7 Ftr 5
  • CMB: 16 BAB 12 STR 2 Size -0 LW Bonus 2
  • Melee: 18 BAB 12 DEX 6Ranged: 18 BAB 12 DEX 6
    • Finesse light weapons.
    • Shadow Strike: Precision vs concealment less than total.
    • Sneak Stab: 5d8 for light blade. 5d4 for other weapons.



Options and Powers

Attack Options
  • Melee Unarmed 18/13/+8 (1d3+3 nonlethal/×2) BAB 12 DEX 6
  • Melee Kukri 26/21/16 (1d4+11/15/×2) BAB 12 DEX 6 Focus 1 Magic 4 Weapon training 3
  • Melee Kukri [TWF 1st part] 24/19/14 (1d4+11/15/×2) BAB 12 DEX 6 Focus 1 Magic 4 Weapon training 3 TWF -2
  • Melee Kukri [TWF 2nd part] 24/19 (1d4+7/15/×2) BAB 12 DEX 6 Focus 1 Magic 4 Weapon training 3 TWF -2
  • Ranged Longbow 20/15/10 (1d8+2}/×3) BAB 12 DEX 7 Magic 1
Other Options
!Basic actions
move, attack, use a consumable, aid another, use a maneuver, etc.
Everyone can do these.
Cast a spell
Roguish magic.
Choice: Rope (DC 13), Shield, Snap the Leash (DC 15)
Action: standard • Uses: 3/day rope, 2/day shield, 1/day snap
Combat Expertise
Penalty to attack roll for equal penalty to AC (dodge bonus). Value: 4
Action: declare before attacking
Dazzling Display
Intimidate to demoralize all foes in 30'. Intimidate skill check (1d20+19) vs DC 10 + target's (HD + Wis) to cause shaken. Repeat only resets duration. Duration is 1 + 1 for every 5 exceeding DC.
Action: full round
Crippling Strike
You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.
Action: Applied with sneak attack
Dispelling Attack
Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue’s level.
Action: Applied with sneak attack
Opportunist
Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Feats

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Source: 2nd level Lore Master fighter
Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Source: 2nd level Fighter bonus feat.
Dazzling Display (Combat)
Your skill with your favored weapon can frighten enemies.
Prerequisite: Weapon Focus, proficiency with the selected weapon
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Source: Chapter 2 reward
Extra Rogue Talent (x2)
Through constant practice, you have learned how to perform a special trick.
Prerequisite: Rogue talent class feature.
You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Source: 11th level, 15th Level
Great Fortitude
You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.
Source: 7th level
Improved Critical - Kukri
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Source: 1st level fighter bonus feat
Improved Two Weapon Fighting
You are skilled at fighting with two weapons.
Prerequisite: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Source: 9th level
Iron Will
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Source: 1st level
Shadow Strike (Combat)
You accurately strike even those you cannot clearly see.
Prerequisite: Base attack bonus +1.
Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).
Source: 5th level
Skill Focus (Dungeoneering)
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Source: Library Bonus
The Warchanter Made Me Do It
You have been joked upon by the goblins one too many times.
Benefit: You get a +2 bonus on all Spellcraft checks and Perform (Dance) checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Source: Chapter 1 reward
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Source: Chapter 3 recap reward
Two Weapon Feint (Combat)
You use one weapon to distract your enemy while slipping another past his defenses.
Prerequisite: Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.
Benefit: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
Source: 13th level
Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Source: 3rd level
Unsure Grounding
Isra'a is always second-guessing himself. He's never sure if he's taking the proper course of action. "Is there really no trap, or did I just fail to find it? Am I really contributing to this fight, or am I just dead weight since I can't get in a flanking position? What am I doing? Are these my own thoughts -- or did someone take over my mind again?" And more. Isra'a even questions his own good deeds and heart. Uncertainty leads to frustration; turns to anger, tending to make him appear threatening, aggressive and unpredictable.
Effect: Every time initiative is rolled for a new encounter, Isra'a becomes subject to an effect similar to the Slow spell as he has his self-doubts. Will save negates. The DC for this is 10 + INT + 1/2 character level. Haste and similar effects automatically dispel/prevent this. This effect lasts only 1 round.
Source: Chapter 2 reward (custom item)
Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Source: Rogue 2 Rogue talent Finesse rogue
Weapon Focus (Combat)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Source: Rogue 4 Rogue talent Weapon training
Choice: Kukri
Weapon Specialization (Combat)
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Source: Fighter 4 bonus feat
Choice: Kukri

Traits

Heirloom Weapon
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
Benefit: When you select this trait, choose one of the following benefits: proficiency with that specific weapon
Source: Adventurer's Armory
🎲 DM No item gained, just proficiency in kukri.
Trap Finder
Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.
Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Source: People of the Sands

Race

+2 to One Ability Score
Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Choice: Dexterity
Adaptability
Replaced by Dual Minded.
Dual Minded
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Source: ARG
Elf Blood
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses
Half-elves receive a +2 racial bonus on Perception checks.
Languages
Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Low-Light Vision
Half-elves can see twice as far as humans in conditions of dim light.
Medium
Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Multitalented
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Normal Speed
Half-elves have a base speed of 30 feet.

Class

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
🎲 DM Modified by Knife Master Sneak Stab.
Armor Training (Ex)
Replaced by Lore Warden Maneuver Mastery
Blade Sense (Ex)
At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.
Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Class Skills
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Crippling Strike (Ex)
Prerequisite: Advanced talents
Benefit: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Source: Level 10 rogue talent
Dispelling Attack (SU)
Prerequisite: Advanced talents. Major Magic Rogue Talent
Benefit: Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue’s level.
Source: Level 15 Feat, Extra Rogue Talent
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Expertise (Ex)
At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.
Finesse Rogue
A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Major Magic (Sp)
A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.
Choice: Shield
Maneuver Mastery (Ex)
At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
This ability replaces armor training 1.
Minor Magic (Sp)
Prerequisite: Intelligence 10. Benefit: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.
Source: Chapter 1 recap.
Choice: Rope
Opportunist (Ex)
Prerequisite: Advanced talents
Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Source: Extra Rogue Talent -> Level 11 Feat
Resiliency (Ex)
Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Scholastic (Ex)
Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.
Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Superior Magic (Sp)
A rogue with this talent gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list once a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier.
Source: Chapter 2 recap.
Choice: Snap the Leash
Trap Sense (Ex)
Replaced by Knife Master Blade Sense.
Trapfinding
Replaced by Knife Master Hidden Blade.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Weapon Training (Rogue)
A rogue that selects this talent gains Weapon Focus as a bonus feat.
Weapon Training (Fighter - Light Blades)
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Altered by Lore Warden Scholastic

Description

  • Favored Class: Rogue, Fighter
  • Deity:
  • Homeland:
  • Gender:
  • Handedness:
  • Age (Category):
  • Height/Weight:
  • Skin/Eyes:
  • Hair/Style/Facial:


Israa Log Sheet


3,207 Gold Piece

Equipment

Weapons

  • Magic+4 Dominant Kukri [Continual Light] (+4/1d4+4/18–20/x2/2#/S/martial light)

72308 Gold Piece

  • Magic+4 Kukri [Continual Light] (+4/1d4+4/18–20/x2/2#/S/martial light)
    • Matching pair of two -- appearances crackling red fire and glistening blue ice 32308 Gold Piece
  • Magic+1 Dagger 2,302 Gold Piece ×2
  • Masterwork Dagger [Silver] ×2 322 Gold Piece (+1/1d4-1/19–20/×2/10'/1#/PS/simple light)
  • Masterwork Dagger 302 Gold Piece (+1/1d4/19–20/×2/10'/1#/PS/simple light)
  • Magic+1 Composite +1 Strength Longbow 2500 Gold Piece (+1/1d8/x3/110'/3#/P/Strength 12/martial/resquires str 12)

Defensive

  • Magic+4 Shadow Chain Shirt [Mithral] 20,850 Gold Piece (4+4...8 armor bonus AC/4+4...6 max dex/-2+1+3...0 ACP/6.25#/light/20-10...10% failure) +5 Competence to Stealth
  • Magic+2 Amulet of Natural Armor 8,000 Gold Piece Natural AC Ashen skin like over-grilled hot dog.
  • Magic+3 Ring of Protection 18000 Gold Piece
  • Magic+1 Dusty Rose Ioun Stone 5,000 Gold Piece Insight AC
  • Magic+5 Cloak of Resistance 25000 Gold Piece Resistance Saves
  • Magic Seducer's Bane [1]

Other

  • Magic 100 ft of Iron Rope Actually a living vine that needs sunlight and water. Can be cut apart and grow back together. From Yap, Fae-crafted
  • Magic Hat of Disguise 1,800 Gold Piece -- Normal state is a spiked mongol-style helmet
  • Magic Boots of the Mire 3,500 Gold Piece +2 resistance bonus to poison and disease saving throws; walk like druid in swamp
  • Magic+2 Headband of Mental Prowess 10,000 Gold Piece +2 Wisdom, +2 Intelligence (Skill: Intimidate)
  • Magic+2 Belt of Physical Might 10,000 Gold Piece+2 Con, +2 Dex
  • Magic Handy Haversack 2000 Gold Piece
  • Magic Fog-Cutting Lenses 8000 Gold Piece [2]
  • Magic Gloves of Dueling 15,000 Gold Piece [3]
  • Magic Ring of Blinking 27,000 Gold Piece [4]
  • Magic Boots of the Winterlands 2,500 Gold Piece

Consumable

Curative
  • PotionPotion, CMW Lvl 2CL 3 300 Gold Piece
  • PotionPotion, Neutralize Poison Lvl 3CL 5 750 Gold Piece
  • PotionPotion, Remove Curse Lvl 3CL 5 750 Gold Piece
  • PotionPotion, CSW Lvl 3CL 5 ×1 750 Gold Piece
Offensive
  • WandWand, MM Lvl 1CL 1 ×42 15 Gold Piece
  • WandWand, Shocking Grasp Lvl 1CL 1 ×28 15 Gold Piece
  • WandWand, Chill Touch Lvl 1CL 1 ×15 15 Gold Piece
  • OilOil, Magic Weapon Lvl 1CL 1 50 Gold Piece
  • OilOil, Keen Edge Lvl 3CL 5 ×1 750 Gold Piece
  • PotionPotion, Greater Invisibility Lvl 4CL 7 ×1 X Gold Piece
Defensive
  • PotionPotion, Blur Lvl 2CL 3 ×1 300 Gold Piece
Utility
  • WandWand, Detect Magic Lvl 1CL 1 ×48 90 Gold Piece
  • WandWand, Invisibility Lvl 2CL 3 ×8 90 Gold Piece
  • Wondrous ItemWondrous, Universal solvent 50 Gold Piece
  • WandWand, Reduce Person Lvl 1CL 1 ×47 15 Gold Piece
  • WandWand, Longstrider Lvl 1CL 1×44 15 Gold Piece
  • WandWand, Versatile Weapon Lvl 2CL 4×50 90 Gold Piece
  • PotionPotion, Overland Flight Lvl 5CL 9 ×1 X Gold Piece

Mundane

  • Backpack
  • Bedroll
  • Crowbar 2 Gold Piece
  • Thieves' Tools Masterwork
  • Kaeldro, the plain ol' warhorse

Misc

  • Elf ear necklace Bruthazmus

Non-Core Spells

ROPE
School conjuration (creation); Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one hook, branch, stone, or protrusion
Duration 1 round/level
Saving Throw Reflex negates (object); SR yes (object)
A rope you hold coils to a fixed point and ties itself there. The rope can be commanded to tie or untie itself during the spell’s duration as a standard action; if left knotted on the final round, the knot or knots remain at the end of the spell.
SNAP THE LEASH
School enchantment [mind-affecting]; Level druid/shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (used leash or similar object)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates; SR yes
You remove the shackles of domestication from a creature’s mind, so that it entirely forgets being broken or trained. Mounts refuse all riders, and other animals forget any tricks learned and obedience taught. Memories are not affected, so creatures may remain drawn to those who have treated them kindly and aggressive toward those who have harmed them. The animal can be domesticated again, but the trainer must start from scratch. This spell is only partly effective against animals with more than 2 Intelligence, animal companions, familiars, and paladin mounts. Although the spell removes any tricks they know, the bond between animal and master is otherwise unaffected.