The Elven Rogue
Ancestry: Elf (Woodland Heritage) / Background: Herbalist / Class: Rogue (Thief) (1st)
Description:
[[f>image ]
AC | HP | Initiative | Class Special | Class DC |
{18} | (13) | +? | Trained | Trained |
Strength: | 12 (+1) |
Dexterity: | 18 (+4) |
Constitution: | 8 (-1) |
Intelligence: | 12 (+1) |
Wisdom: | 16 (+3) |
Charisma: | 12 (+1) |
Fort | Reflex | Will | Perception |
Trained | Expert | Expert | Expert |
(+2) | (+9) | (+8) | (+8) |
General Feats
Skill Proficiencies
Trained | Expert | Master | Legendary |
Nature | |||
Lore (Herbalism) | |||
Stealth | |||
Thievery | |||
Acrobatics | |||
Athletics | |||
Deception | |||
Survival | |||
Intimidation | |||
Society | |||
Diplomacy | |||
Lore () |
Skill Feats
Natural Medicine | - | You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. | Background Bonus, 1st |
Weapon Proficiency | - | You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. | Rogue Bonus, 1st |
Ancestry Features
Elf | Woodland |
Starting Hit Points: Elves start with (6) base HP | |
Size: Elves are Medium size | |
Base Speed: Elf base speed is (35)ft per round | |
Ability Boosts - [Dexterity, Intelligence & Wisdom]: Elves start with ability boosts to Dexterity, Intelligence and One Free | |
Ability Flaws - [Constitution]: Elves start play with the noted Ability Flaw | |
Low-Light Vision: Elves can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light | |
Woodland Elf: When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you’re using a climb Speed. | |
Woodland Elf: You can always use the Take Cover action when you are within forest terrain to gain cover, even if you’re not next to an obstacle you can Take Cover behind. | |
Languages: Common, Elven, {ONE outstanding} |
Ancestry Feats
Nimble Elf | - | Your muscles are tightly honed. Your Speed increases by 5 feet. | Ancestry, 1st |
Background Features
Herbalist | |
Ability Boosts - [Wisdom & Dexterity]: Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost | |
Skills: You're trained in the Nature skill and the Herbalism Lore skill | |
Feat: You gain the Natural Medicine skill feat. |
Class Features
Rogue Features | |
Key Ability - [DEXTERITY]: At 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket. | |
Hit Points: Hit Points: 8 plus your Constitution modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter | |
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. | |
Rogue Feats: At 1st level and every even-numbered level, you gain a rogue class feat. | |
Rogue's Racket: As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue’s racket. | |
Skill Feats: You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. | |
Sneak Attack: 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 (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon 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. | |
Surprise Attack: 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. | |
Thief Features | |
Skills: You are trained in Thievery. | |
Special: When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier |
Class Feats
Nimble Dodge | [R] | You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack | Rogue, 1st |
Weapon Proficiencies
Trained | Expert | Master | Legendary |
Simple | |||
Martial | |||
Rapier | |||
Sap | |||
Short bow | |||
Short sword | |||
Unarmed |
Armour Proficiencies
Trained | Expert | Master | Legendary |
Light | |||
Unarmoured Defense |
Weapons
?? |
Armour
Leather Armor | |
AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty -, Strength 10; Bulk 1; |
Items, gear and equipment
?? | |
?? |
Coin Pouch |
??gp, ??sp |
page revision: 0, last edited: 19 Sep 2019 09:01