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Anton der Braas
Human unchained rogue 1 (Lucky Bastard, Treasure Seeker)
N Medium humanoid (human)
Init +3; Senses Perception +5
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +1
Offense
Speed 30 ft.
Melee sabre +3 (1d8+2, 18-20), dagger +3 (1d4+2, 19-20), or sabre/dagger +1/+1
Ranged dagger +3 (1d4+2, 19-20)
Special Attacks sneak attack +1d6
Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Prestidigitation (Drawbacks: Verbal Casting, Somatic Casting; Boons: Easy Focus); CAM Int
Spell Points 4
Tradition Prestidigitation (Drawbacks: Verbal Casting, Somatic Casting; Boons: Easy Focus); CAM Int
Spell Points 4
Illusion Sphere - DC 13; Duration Concentration, 1 min/level; Range Close (25 ft); Talents Decoy, Invisibility; Drawbacks Personal Illusion
- Trick (effects, alter)
- Illusion
- Invisibility
Statistics
Str 15, Dex 17, Con 15, Int 17, Wis 13, Cha 15
Base Atk +0; CMB +0; CMD 13
Traits Ambitious, Reckless
Feats Acrobatic*, Two-Weapon Fighting, Weapon Finesse*
Skills Acrobatics +10, Bluff +6, Climb +6, Diplomacy +6/+10, Disable Device +7, Escape Artist +7, Fly +9, Intimidate +6, Knowledge (local) +7, Perception +5, Sense Motive +5, Stealth +7
Languages Common, Dwarven, Elven, Halfling
SQ finesse training
Gear dagger (2 gp), leather armor (10 gp), rogue’s kit (50 gp), sabre (22 gp)
Special Abilities
Easy Focus When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Illusion Sphere You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance (Such as with the Illusionary Disguise talent). Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow.
Illusion: Trick As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed.
Illusion: Trick: Effects You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent).
Illusion: Trick: Effects You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent).
Illusion: Trick: Alter You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.
Illusion: Illusion (sensory: sight) As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.
Table: Illusion Maximum Size
Caster Level Illusion Maximum Size Maximum Size in cubes
1st Medium 5 ft cube
3rd Large 10 ft cube
5th Huge 15 ft cube
8th Gargantuan 20 ft cube
11th Colossal 30 ft cube
15th Colossal+ 40 ft cube
20th Colossal++ 50 ft cube
25th Colossal+++ 60 ft cube
Illusion: Illusion (sensory: sight) As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.
Table: Illusion Maximum Size
Caster Level Illusion Maximum Size Maximum Size in cubes
1st Medium 5 ft cube
3rd Large 10 ft cube
5th Huge 15 ft cube
8th Gargantuan 20 ft cube
11th Colossal 30 ft cube
15th Colossal+ 40 ft cube
20th Colossal++ 50 ft cube
25th Colossal+++ 60 ft cube
Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.
You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.
Table: Example Illusions
Example of Illusion Required Talents
An illusionary wall Base sphere only
A glen full of trees Complex Illusion
A warrior blocking the target's way Illusionary Sound, Illusionary Touch (to engage in combat w/ target)
A table laden with food Illusionary Odor, Illusionary Touch (to be consumed by target)
A room filled with fire Illusionary Sound, Illusionary Touch
An army of orcs chasing the target Illusionary Sound, Complex Illusion, Illusionary Touch (to engage in combat w/ target)
You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.
Table: Example Illusions
Example of Illusion Required Talents
An illusionary wall Base sphere only
A glen full of trees Complex Illusion
A warrior blocking the target's way Illusionary Sound, Illusionary Touch (to engage in combat w/ target)
A table laden with food Illusionary Odor, Illusionary Touch (to be consumed by target)
A room filled with fire Illusionary Sound, Illusionary Touch
An army of orcs chasing the target Illusionary Sound, Complex Illusion, Illusionary Touch (to engage in combat w/ target)
If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + ½ your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.
Illusion: Invisibility (glamer) You may make things disappear. As a trick, you may add ½ your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon.
You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square. Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.
Illusion: Invisibility (glamer) You may make things disappear. As a trick, you may add ½ your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon.
You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square. Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.
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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
Build
Anton is built with a 4d6 roll, discard lower system and 140 gp starting wealth. Favored Class Bonus is +⅙ of a new rogue talent. If using a lower point buy, you can lower Strength and Wisdom. If using a higher point buy (or rolling really well), your most important attributes are Intelligence and Dexterity. Intelligence is your casting statistic and affects the save DCs of all your magic talents and your spell pool; Dexterity makes you a great finesse warrior, increases your initiative, and bolsters AC. Charisma is important too for diplomatic relationships and to intimidate your enemies in combat.
How to Play Anton
Anton is sarcastic, flamboyant, roguish, and has a heart of gold- though he won’t ever admit it. Prone to rocambolesque deeds and boasts, he prides himself to be able to steal any jewel and conquer any heart. He pretends to only be interested in himself and loot, but is fiercely loyal to the ones he loves. Dirty tricks are his specialty and he doesn’t mind to use a little magic in order to confuse his opponents. Stealing to the nasty and giving to the nice is his motto, and he always follows “the honored rogue’s code” he himself has written. Luck seems always to assist the scoundrel, maybe because he constantly defies her.
Future Abilities
Magic Talents Destruction sphere, Finesse, Telekinetic sphere
Rogue Talents Chance Feats (Defy Fate, Surge of Fortune), Combat Trick (Exotic Weapon Proficiency- whip), Cunning, Hedgewitch Secret (Familiar), Hidden Space
Feats Extra Combat Talent (Whip Fiend), Extra Magic Talent, Greater Two-Weapon Fighting, Improved Dirty Trick, Improved Two-Weapon Fighting, Slashing Grace, Two-Weapon Grace, Weapon Focus (sabre), Weapon Focus (whip)
Acquire a weasel Pilferer familiar. Switch to the Inner Sea Pirate prestige class after the first 10 levels.
Pirate Tricks classic duelist, drink for free, fearsome advance, foot sweep, hand stab, quick appraise
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