Felix Reeve
Male Human
Rogue 1 0 exp.
Alignment: Neutral Good
Height: 6'1”
Weight: 150 lbs
Hair: Brown
Eyes: Brown
Age: 19
Patron Deity: ?
Str: 12 (+1) [2 points]
Dex: 18 (+4) [10 points, +2 Race]
Con: 12 (+1) [2 points]
Int: 12 (+1) [2 points]
Wis: 12 (+1) [2 points]
Cha: 15 (+2) [7 points]
Hit Dice: 1d8+1 HP: 7
AC: 17 (3 armor, +4 Dex,)
Flat Footed 13,
Touch 14
Init: +5 [+4 Dex, +1 Trait]
Speed: 30ft
Armor Check Penalty: 0 [1base, -1 Trait]
Arcane Spell Failure: 15%
Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +6 [+2 base, +4 Dex]
Will +1 [+0 base, +1 Wis.]
BAB: +0
Melee Attack: +1 (or +4 with finessable weapons)
Rapier +4 (+3 two-weapon), 1d6+1 18-20/x2 P
Short Sword +4 (+3 two-weapon), 1d6+1 Dmg, 19-20/x2 P
Dagger +4 (+3), 1d4+1 Dmg. 19-20/x2 P or S
Sap +4 1d6+1 non-lethal B
Club +1 (-1/-1 two-weapon) 1d6+1 Dmg 20/x2 B
Ranged Attack: +4
Dagger Thrown +4 1d4+1 19-20/x2 P or S r 10’
Club Thrown +4 1d6+1 20/x2 B r10’
Sling +4 1d4+1 20/x2 B r50’
Racial Abilities:
•Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Bonus Feat: Humans select one extra feat at 1st level.
•Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). •Favored Class: Rogue--The rogue gains +1/6 of a new rogue talent as a favored class bonus if desired.
Class Abilities
• Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
• 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
•Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Skills:
Rogue: 8+(+1 Human)(+1 Int.)=10
Acrobatics +8 [1 ranks, +3 CS, +4 Dex.]
Appraise +1 [0 ranks, +1 Int.]
Bluff +6 [1 ranks, +3 CS, +2 Cha.]
Climb +1 [0 ranks, +1 Str.]
Diplomacy +5 [1 rank, +3 CS, +1 Cha.]
Disable Device +8 [1 ranks, +3 CS, +1 Int.+2 item, +1 Trapfinding]
Disguise +2 [0 ranks, +2 Cha.]
Escape Artist +4 [0 ranks, +4 Dex.]
Heal +1 [0 ranks, +1 Wis.]
Intimidate +2 [0 rank, +2 Cha.]
Jump +1 [0 rank, +1 Str.]
Knowledge Dungeoneering +0 [0 ranks, +3 CS, +1 Int.]
Knowledge Local +5 [1 ranks, +3 CS, +1 Int.] Fifth City
Perception +5(+6) [1 ranks, +3 CS, +1 Wis. +1 (trapfinding only)]
Ride +4 [0 ranks, +4 Dex.]
Search +2 [1 ranks, +1 Int]
Sense Motive +6 [1 ranks, +3 CS, +1 Wis.+1 Trait]
Sleight of Hand +8 [1 ranks, +3CS, +4 Dex.]
Stealth +8 [1 rankss, +3 CS, +4 Dex.]
Survival +1 [0 ranks, +1 Wis.]
Swim +1 [0 ranks, +1 Str.]
Use Rope +3 [0 ranks, +3 Dex]
Feats:
Two Weapon Fighting, Weapon Finesse
Traits:
Armor Expert - Reduce your armor check penalty by 1.
Survivor - +1 bonus to initiative and Sense Motive. Sense Motive becomes a class skill.
Languages
Common, Elvish
Gear: 62 gp 8 sp 10 cp
Explorers Outfit 0 gp
Studded Leather Armor 25 gp
Rapier 20 gp
Short Sword 10 gp
Dagger x4 8 gp
Sap 1 gp
Club 0 gp
Sling and 10 stones 1 sp
MW Thieves’ Tools 100 gp
Flint and Steel 1 gp
Backpack 2 gp
Adventurers’ Sash 10 gp
[sblock=Appearance
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Felix is lean and wiry. His hair and eyes are brown and he is a good looking lad just reaching manhood. His clothes are clean and well-made and he usually wears leather armor and swords on his hips. He has surprisingly serene aspect for one so young. He slowly scans his surrounding taking in everything then lapsing into periods of deep thought. [/sblock]
[sblock=Personality
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Felix is always trying to solve puzzles and mysteries. Even as a small child his favorite toys were the blacksmiths' puzzles his father kept on his desk. He was well educated but only excelled at subjects with problems to solve. Other subjects soon lost his interest. In recent years he has developed an obsession with Poker and other games of skill. He loves the mystery of knowing who's bluffing and who really has good cards. Of guessing what's in other players hands and making the right moves. Unfortunately, he has lost more than a little money learning these games. His father and others worry he gambles too much. He is honest and forthright in his dealings and always willing to help out a person with a mystery.[/sblock]
[sblock=Background
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Felix is one of the earliest inhabitants of the Fifth City. His father, Jasper, is one of the builders. He grew up as the city was being constructed. His mother, Amelina, vanished with the Fourth City. His father fears to leave the city as he worked on the two previous cities and both encountered problems while he was away. He has been a good father and secured his son a position with the city's constabulary where his skills at solving mysteries have been useful. Felix knows the ins and outs of the city well and loves it here. He finds the various unusual inhabitants and constant political tussle intriguing and keenly observes the actions of the different races as the jockey for position and influence. When not working he is often found at the public houses and common spaces of the city people watching or gambling. [/sblock]