02-24-2017, 12:24 AM
(This post was last modified: 02-24-2017, 12:34 AM by Kayla Striegold.)
Kayla, like most rogues, is interested in finding lots of treasure and staying alive to enjoy it. A burglar by trade and trial, she is known around Torch as "that crazy tomb-raider girl..." When talking about Numerian treasure, she dreams of finding some thingamabob or whoseewhatsit from one of the ancient places buried under these lands!
Her prized possession is a small, circular device with a multitude of tiny gears and springs and rocking arms that once moved around the face. It looks like a fancy timepiece, but the markings and various indicators are more complex than any clock you have seen before. She keeps it on a leather cord about her neck and usually tucked away securely, but occasionally, when she is alone or after a couple of drinks at the tavern, she will pull it out, rub the face, and be lost in a memory...
(I've never used this site before, so will have to figure out text formatting, dice rolling, images, etc...)
Here's her character sheet from Paizo site:
==========================================================
Kayla Striegold
Female half-elf rogue (burglar) 1
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8 (+9 vs traps)
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Base Atk +0; CMB +2; CMD 15
Melee: short sword +2 (1d6+2) (19-20/x2) or
. . dual short sword +0/+0 (1d6+2/1d6+1) (19-20/x2)
. . dagger +2 (1d4+2) (19-20/x2)
Ranged: shortbow +3 (1d6) (×3)
. . dagger +3 (1d4+2)(19-20/x2)
Special Attacks: sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 10, Int 10, Wis 14, Cha 13
Languages Androffan, Common, Elven
Skills: (8 ranks per level)
Acrobatics* (+7) {+3 ability -0 AC +1 rank +3 class}
Appraise* (+4) {+0 ability +1 rank +3 class}
Bluff* (+1) {+1 ability +0 rank +0 class }
Climb* (+6) {+2 ability -0 AC +1 rank +3 class}
Craft(traps)* (+4) {+0 ability +1 rank +3 class}
Diplomacy* (+1) {+1 ability +0 rank +0 class}
Disable Device* (+11) {+3 ability -0 AC +4 bonus +1 rank +3 class}
Disguise* (+1) {+1 ability +0 rank +0 class}
Escape Artist* (+7) {+3 ability -0 AC +1 rank +3 class }
Fly (+3) {+3 ability -0 AC}
Heal (+2) {+2 ability}
Intimidate* (+1) {+1 ability + 0 rank + 0 class}
Knowledge (dungeoneering)* (-) {+0 ability +0 rank +0 class }
Knowledge (local)* (-) {+0 ability +0 rank +0 class }
Linguistics* (-) {+0 ability +0 rank +0 class }
Perception* (+8/+9) {+2 ability +2 race +1 rank +3 class +1 vs traps}
Ride (+3) {+3 ability -0 AC}
Sense Motive* (+3) {+2 ability +1 trait}
Sleight of Hand* (-) {+3 ability -0 AC +0 rank +0 class}
Stealth* (+7) {+3 ability -0 AC +1 rank +3 class}
Survival (+2) {+2 ability}
Swim* (+2) {+2 ability -0 AC}
Use Magic Device* (-) {+1 ability +0 rank +0 class}
--------------------
Gear
--------------------
Magic items:
Weapons & Armor: leather armor, dagger (x2), short sword (x2), shortbow, arrows (40)
Other Gear: backpack, bedroll, belt pouch, blanket, silk rope (50 ft.), sunrod (4), thieves' tools, trail rations (10), waterskin (2)
Treasure: 103 gp, 12 sp, 8 cp
Special:
--------------------
Traits
--------------------
Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Numerian Archaeologist: When you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
--------------------
Feats
--------------------
Skill Focus (Disable Device): 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.
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.
--------------------
Special Abilities
--------------------
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities – Sleep: You are immune to magic sleep effects.
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6: Attacks deal extra damage if flank foe or if foe is flat-footed.
Trapfinding +1: Gain a bonus to find or disable traps, including magical ones.
Her prized possession is a small, circular device with a multitude of tiny gears and springs and rocking arms that once moved around the face. It looks like a fancy timepiece, but the markings and various indicators are more complex than any clock you have seen before. She keeps it on a leather cord about her neck and usually tucked away securely, but occasionally, when she is alone or after a couple of drinks at the tavern, she will pull it out, rub the face, and be lost in a memory...
(I've never used this site before, so will have to figure out text formatting, dice rolling, images, etc...)
Here's her character sheet from Paizo site:
==========================================================
Kayla Striegold
Female half-elf rogue (burglar) 1
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8 (+9 vs traps)
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Base Atk +0; CMB +2; CMD 15
Melee: short sword +2 (1d6+2) (19-20/x2) or
. . dual short sword +0/+0 (1d6+2/1d6+1) (19-20/x2)
. . dagger +2 (1d4+2) (19-20/x2)
Ranged: shortbow +3 (1d6) (×3)
. . dagger +3 (1d4+2)(19-20/x2)
Special Attacks: sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 10, Int 10, Wis 14, Cha 13
Languages Androffan, Common, Elven
Skills: (8 ranks per level)
Acrobatics* (+7) {+3 ability -0 AC +1 rank +3 class}
Appraise* (+4) {+0 ability +1 rank +3 class}
Bluff* (+1) {+1 ability +0 rank +0 class }
Climb* (+6) {+2 ability -0 AC +1 rank +3 class}
Craft(traps)* (+4) {+0 ability +1 rank +3 class}
Diplomacy* (+1) {+1 ability +0 rank +0 class}
Disable Device* (+11) {+3 ability -0 AC +4 bonus +1 rank +3 class}
Disguise* (+1) {+1 ability +0 rank +0 class}
Escape Artist* (+7) {+3 ability -0 AC +1 rank +3 class }
Fly (+3) {+3 ability -0 AC}
Heal (+2) {+2 ability}
Intimidate* (+1) {+1 ability + 0 rank + 0 class}
Knowledge (dungeoneering)* (-) {+0 ability +0 rank +0 class }
Knowledge (local)* (-) {+0 ability +0 rank +0 class }
Linguistics* (-) {+0 ability +0 rank +0 class }
Perception* (+8/+9) {+2 ability +2 race +1 rank +3 class +1 vs traps}
Ride (+3) {+3 ability -0 AC}
Sense Motive* (+3) {+2 ability +1 trait}
Sleight of Hand* (-) {+3 ability -0 AC +0 rank +0 class}
Stealth* (+7) {+3 ability -0 AC +1 rank +3 class}
Survival (+2) {+2 ability}
Swim* (+2) {+2 ability -0 AC}
Use Magic Device* (-) {+1 ability +0 rank +0 class}
--------------------
Gear
--------------------
Magic items:
Weapons & Armor: leather armor, dagger (x2), short sword (x2), shortbow, arrows (40)
Other Gear: backpack, bedroll, belt pouch, blanket, silk rope (50 ft.), sunrod (4), thieves' tools, trail rations (10), waterskin (2)
Treasure: 103 gp, 12 sp, 8 cp
Special:
--------------------
Traits
--------------------
Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Numerian Archaeologist: When you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
--------------------
Feats
--------------------
Skill Focus (Disable Device): 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.
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.
--------------------
Special Abilities
--------------------
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities – Sleep: You are immune to magic sleep effects.
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6: Attacks deal extra damage if flank foe or if foe is flat-footed.
Trapfinding +1: Gain a bonus to find or disable traps, including magical ones.