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=== Dasten, Opener === '''Dasten, TN Male Human Rogue''' (Unchained) 3 (a Guild Opener)<br/> '''Abilities'''<br> STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/> '''Max HP:''' 33 | '''AC:''' 19 (Touch AC: 15) (Flatfooted: 14) | '''Initiative:''' +6 <br/> BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium<br/> '''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/> Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves' tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +10, Use Magic Device +7<br/> '''Saving Throws'''<br> Fort: 4 | Ref: 7 | Will: 3 '''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/> Favored Class: Rogue (Unchained) <br/> Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), <br/> Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) <br/> Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan. '''Feats:'''<br/> Two-Weapon Fighting - 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<br/> Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. <br/> Weapon Finesse - With a light weapon, elven curve blade, 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. <br/> Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. Extra Rogue Talent (Befuddling Strike) '''Equipment:''' <br/> Returning Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) <br/> Menacing Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Menacing, 10 ft Thrown 1d4+2) <br/> Shortbow (+6, 1d6, x3, P, 60ft) <br/> Light mace x2 (+6, 1d6, x2, B, Light) <br/> Sap x2 (+6, 1d6, x2, B, nonlethal, light) <br/> Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/> Oil of keen edge (12 uses on a dagger) '''Gear:''' Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves' tools. He wears a pickpocket's outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. <br/> '''Backstory:''' Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them. He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. (Sorry about getting banned. Have fun y'all.) ----
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