Beruflich Dokumente
Kultur Dokumente
Race 4th
Str
Dex
Con
Int
Wis
Chr
10
15
10
16
13
14
0
7
0
10
3
5
+2
+2
+2
+1
Total
10 (+0)
18 (+4)
10 (+0)
16 (+3)
15 (+2)
16 (+3)
d8
40
Saving Throws:
Fort +1
Ref
+4
Will +1
Aasimar
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Alternate Spell-Like Ability: You gain an additional +2 racial bonus to your Dexterity score.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity
resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high
Intelligence scores can choose from the following languages:
Draconic, Dwarven, Elven, Gnome,
Halfling, and Sylvan.
Languages: Common, Celestial, Draconic, Elven
Rogue
Weapon Proficiency: Simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short
sword.
Armor Proficiency: Light armor, but not with shields.
Sneak Attack: +3d6 damage on attacks when the target is denied a Dex bonus to its AC.
Evasion: On a successful Ref save vs. an attack that you save against for half damage, you take
no damage. Must be using light or no armor and not be
helpless.
Rogue Talent:
Finesse Rogue - Get Weapon Finesse as a bonus feat
Ability Ranks
+4
+5
+3
+4
+2
+5
+3
+4
+4
+2
+3
+4
+4
+1
+3
+1
+3
+5
+3
+5
+2
+5
+2
+5
+4
+4
+5
+0
+1
+3
+5
+10
Traits:
Wisdom in the Flesh (Irori) - Your hours of meditation on inner perfection and the nature of strength
and speed allow you to focus your thoughts to achieve things your body might not normally be able to
do on its own. Select any Strength-, Constitution-, or Dexterity-based skill (climb). You may make
checks with that skill using your Wisdom modifier instead ofthe skill's normal ability score. That skill
is always a class skill for you.
Secret Knowledge (Norgorber/god of secrets): At any point after taking this trait, you may choose one
Knowledge skill (Nobility). You gain a permanent +2 trait bonus on checks with that skill, and it is a
class skill for you. Once this skill is chosen, it cannot be changed.
Feats:
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. If you carry a shield, its armor check penalty applies to your attack rolls.
Two-Weapon Fighting - reduces the two-weapon modifiers to -4/-4 or -2/-2 if the off-hand is light
Weapon Focus - +1 to hit with a melee weapon
Improved Initiative - +4 initiative
Baylyn
4 (2 each)
1
+1 Shortsword (x2)
masterwork dagger
12.5
(17.5)
4
2
--.5
2
--2
5 (.5 each)
.5
1
1.5
(18.5)
5
3
3
2 (1 each)
5
4
6 (2 empty)
6 (2 empty)
(34)
bedroll
blanket
bullseye lantern (6 hours on 1 flask of oil)
flask of oil (x2)
silk rope (50')
grappling hook
waterskin (1/2 gallon, filled with mead)
waterskin (1/2 gallon; full of water)
.5
1
1
2
--.5 (---)
1
------(6)
Belt pouch
flint & steel
whetstone
caltrops
signet ring
hip flask (8 ounces, filled with applejack)
wrist sheath
Wand of sleep (50) CL1
Wand of cure light wounds (50) CL1
Wand of shield of faith (50) CL1