Philippe Fitzroi
Code:
Name: Philippe Fitzroi
Class: Rogue 4 / Swashbuckler 2 / Fighter 1 / Duelist 1 XP: 32,000
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: None
S: 10 +0 (pc 2)
D: 16 +3 (pc 6 +2 level bonus)
C: 12 +1 (pc 4)
I: 16 +3 (pc 10)
W: 12 +1 (pc 4)
Ch: 14 +2 (pc 6)
HP: 50 (max @ 1st, then average +1 each level, +8 Con)
BAB: +7/+2 Melee: +7(+10) Ranged: +10
Speed: 30’
Init: +3
AC: 20 [21] (10base +5 armor +2 shield +3Dex [+1Canny Defense] [+1 Dodge])
Touch: 13 [14] Flatfooted: 20
Fort: +5 +1(Con) = +6
Ref: +5 +3(Dex) +1(Grace) = +9
Will: +1 +1(Wis) = +2
Skills
Balance 2 +3(Dex) -2(armor) +2(synergy) = +5
Bluff 10 +2(Cha) = +12
Climb 2 +0(Str) = +2
Diplomacy 5 +2(Cha) +6(synergy) +5(magic) = +18
Disable Device 3 +3(Int) = +6
Escape Artist 4 +3(Dex) -2(armor) = +5
Gather Information 5 +2(Cha) +2(synergy) = +9
Hide 8 +3(Dex) -2(armor) = +9
Intimidate 2 +2(Cha) +2(synergy) = +6
Jump 2 +0(Str) -2(armor) +2(synergy) = +2
Knowledge (local) 5 + 3(Int) +1(feat) = +9
Knowledge (Nobility and royalty) 5 +3(Int) +1(feat) = +9
Languages (? native + 3)
Listen 6 +1(Wis) = +7
Move Silently 8 +3(Dex) -2(armor) = +9
Open Lock 7 +3(Dex) +5(magic) = +15
Perform (Acting) 1 +2(Cha) = +3
Perform (Dance) 3 +2(Cha) = +5
Perform (Oratory) 1 +2(Cha) = +3
Perform (Sing) 0 +2(Cha) +5(magic) = +7
Search 7 +3(Int) [+5(magic)] = +10 [+15]
Sense Motive 7 +1(Wis) = +8
Spot 7 + 1(Wis) = +8
Tumble 10 +3(Dex) -2(armor) = +11
Feats:
Combat Expertise
Dodge
Education
Improved Feint
Mobility
Weapon Finesse
Special Abilities
Racial (Human)
• Medium: As Medium creatures, humans have no special bonuses or
penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each
additional level.
• Automatic Language: Common. Bonus Languages: Any (other than
secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes
an experience point penalty, his or her highest-level class does not
count.
Rogue:
• Weapon and Armor Proficiency: Rogues are proficient with all simple
weapons plus the hand crossbow, rapier, sap, short bow, and short
sword. Rogues are proficient with light armor, but not with shields.
• Sneak Attack +2d6
• Trapfinding
• Evasion – At 2nd level and higher, a rogue can avoid even magical
and unusual attacks with great agility. If she makes a successful
Reflex save against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion can be used
only if the rogue is wearing light armor or no armor.
• Trap Sense – At 3rd level, a rogue gains an intuitive sense that
alerts her to danger from traps, giving her a +1 bonus on Reflex
saves made to avoid traps and a +1 dodge bonus to AC against attacks
made by traps.
• Uncanny Dodge – Starting at 4th level, a rogue can react to danger
before her senses would normally allow her to do so. She retains her
Dexterity bonus to AC (if any) even if she is caught flatfooted or
struck by an invisible attacker. However, she still loses her
Dexterity bonus to AC if immobilized.
Swashbuckler:
• Weapon and Armor Proficiency – Swashbucklers are proficient with
all simple and martial weapons and with light armor.
• Weapon Finesse – Bonus feat (already included above).
• Grace – At 2nd level swashbucklers gains a +1 competence bonus on
Reflex saves.
Fighter:
• Bonus Feat – At first and every even numbered level (already included
above).
Duelist:
• Canny Defense – When not wearing armor or using a shield, a duelist
adds 1 point of Intelligence bonus (if any) per duelist class level
to her Dexterity bonus to modify Armor Class while wielding a
melee weapon. If a duelist is caught flatfooted or otherwise denied
her Dexterity bonus, she also loses this bonus.
Equipment:
Rapier +2 (AB+12 1d6+2p/18-20/x2 2lb) 8320gp
Throwing Daggers x6 (AB+10 1d4ps/19-20/x2 10’ 1lb) 12gp
Mithral Shirt +1 (AC +5, Armor Check -2 10lb) 2100gp
Buckler +1 (AC +2 5lb) 1165gp
Ring of Lockpicking (+5 competence bonus to Open Lock) 4500gp
Choker of Eloquence (+5 competence bonus to Bluff, Diplomacy,
Perform ()) 6000gp
Goggles of Minute Seeing (+5 competence bonus to Search w/in 1’) 1250gp
MW Lockpicks 2lb 100gp
Explorer’s outfit –
Courtier’s outfit x3 18lb 90gp
Elixir of Hiding x2 (+10 competence bonus to Hide for 1 hour) 500gp
Elixir of Sneaking x2 (+10 competence bonus to Move Silently for
1 hour) 500gp
Potion – Cure Light Wounds x5 (cure 1d8+1hp) 250gp
Signet ring and various jewelry 213gp
Money: 2000gp
Age: 20
Height: 5’ 11”
Weight: 159
Eyes: Blue
Hair: Light Brown w/ blond highlights (“dirty blond”)
Skin: Lightly tanned
[Sblock=The Path of Vengence]
None of your gifts work against Innocents.
The Charisma penalities stack, but don't apply to any Curse
checks you may make. If you had a 16 CHA and now it's a 14,
you still get the +3 bonus on your Curses checks.
Step 1: True Strike 1/day // Can only target someone who has
injuried or insulted you.
Step 2: Voice of Wrath feat // Your voice turns dry and scratchy,
-2 Cha
Step 3: Rage 1/day (as the spell) // Paranoia Madness effect
Step 4: Detect Thoughts 3/day // Evil alignment when planning
or taking revenge, -2 Cha
Step 5: Slay Living 1/day // -4 Wis, -2 Cha
The idea behind this Path is that Philippe can avoid using the
gifts by changing your behavior, but he probably won't.
The 'no Innocents' clause is in there as a target for
his Paranoia. [/sblock]