Name: Oreleth Soumral
Ancestry: Half-elf (Gray)
Background: Street Urchin
Deity: Corellon Larethian, Creator of the Elves
Class: Rogue - 1st Level
Size: Medium
Alignment: Chaotic Good
Speed: 35 feet per action (25' base, +10 speed bonus via Boots of Striding and Springing)
Gender: Female
Age: 171
Height: Unknown (not listed)
Weight: Unknown (not listed)
Hair: Blonde
Eyes: Blue
Strength: 13 (+1)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 14 (+2)
Hit Points: 19/19 (+8 Ancestry, +8 Class, +3 Constitution)
Armor Class: 24 (10, +6 "Mageskin" Quiet Chain Shirt +2, +4 Dexterity, +2 Amulet of Natural Armor, +2 Ring of Force Shield)
Touch Armor Class: 21 (10, +5 "Mageskin" Quiet Chain Shirt +2, +4 Dexterity, +2 Ring of Force Shield)
Resonance: 3/3 (Charisma modifier + character level)
Hero Points: 1/1
Maximum Bulk: 6 (STR modifier + 5 = encumbered. Cannot carry STR modifier +10).
Senses: Low-light vision (Half-elf Ancestry bonus)
Fortitude Save: +4 (+0 Trained, +3 Con, +1 Luckstone of the Half-elf)
Reflex Save: +5 (+2 Expert, +2 Dex, +1 Luckstone of the Half-elf)
Will Save: Expert +3 (+2 Expert, +0 Wis, +1 Luckstone of the Half-elf)
Signature Ability: Silver Eyes, Silver Tongue
Otiorin has a +1 bonus to Deception and Diplomacy checks.
Background: Street Urchin
You eked out a living by picking pockets on the streets of a major city, never knowing where you’d find your next meal. While some folk adventure for the glory, you adventure as a means of survival.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You gain the Pickpocket skill feat, and you’re trained in the Underworld Lore skill.
Feats
Total character feats: 3 (Ancestry Feat, Background Feat, 1st level Rogue Feat)
Ancestry Feat: Half-elf.
Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait. Select two of the following benefits: elven speed (increase your Speed by 5 feet), elven tongue (add Elven to your list of languages), gifted speaker (you are trained in Diplomacy), or low-light vision (you can see in dim light as well as you can in bright light). In
addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.
Special You can select this feat twice. The second time, it loses the heritage trait and you gain the other two benefits.
Selected benefit #1: Gifted speaker
Selected benefit #2: Low-light vision
Page: 36
Background Feat: Pickpocket
You can Palm or Steal Objects that are closely guarded, such as an object in a creature’s pocket or a loose ring. You can’t steal objects that are actively wielded or that would be extremely noticeable or time-consuming to remove (like worn shoes or armor). If you’re a master in Thievery, you
can attempt to steal from a creature even if it’s in combat or otherwise on guard. When you’re doing so, Stealing an Object requires 2 manipulate actions instead of 1.
Page: 169
1st level Class Feat: Trap Finder (Rogue)
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t searching, you still get a check to find traps if you are trained or better in Stealth. You can disable traps as though you had a proficiency rank of master in Thievery; if your proficiency modifier in Thievery is actually master, this increases to legendary instead.
Page: 121
Skills
Ranks are: Untrained (level -2), Trained (level + 0), Expert (level +1), Master (level +2), Legendary (level +3) - only Signature skills can be trained at Master or Legendary ability.
Perception - Expert
Total skill ranks: 11 (+10 Class, +1 Intelligence bonus). Skills chosen at 1st level are: Acrobatics, Athletics, Deception, Intimidation, Society, Stealth, and Thievery
Acrobatics +5 (+1 level, +4 DEX, -1 armor, +1 Luckstone of the Half-elf - Rogue Signature Skill, Trained by 1st level skills)
Arcana 0 (+1 INT, -1 Untrained)
Athletics +2 (+1 level, +1 STR, -1 armor, +1 Luckstone of the Half-elf - Rogue Signature Skill, Trained by 1st level skills)
Crafting +3 (+1 level, +2 INT - Fighter Signature Skill, Trained by 1st level skills)
Deception +4 (+1 level, +2 CHA, +1 Luckstone of the Half-elf, +1 Signature Ability - Rogue Signature Skill, Trained by 1st level skills)
Diplomacy +4 (+1 level, +2 CHA, +1 Signature Ability - Rogue Signature Skill, Trained by Background bonus)
Intimidation +1 (+2 CHA, -1 Untrained - Rogue Signature Skill)
Lore: Underworld +3 (+1 level, +2 INT - Trained via Background)
Medicine +2 (+1 level, +0 WIS, +1 Luckstone of the Half-elf - Trained by 1st level skills)
Nature +0 (+1 level, -1 WIS, Trained by 1st level skills)
Occultism 0 (+1 INT, -1 Untrained)
Performance +4 (+1 level, +2 CHA, +1 Luckstone of the Half-elf - Rogue Signature Skill, Trained by 1st level skills)
Religion -1 (+0 WIS, -1 Untrained)
Society +4 (+1 level, +2 INT, +1 Luckstone of the Half-elf - Rogue Signature Skill, Trained by 1st level skills)
Stealth +5 (+1 level, +4 DEX, -1 armor, +1 Luckstone of the Half-elf - Rogue Signature Skill, Trained by 1st level skills)
Survival -1 (+0 WIS, -1 Untrained)
Thievery +5 (+1 level, +4 DEX, -1 armor, +1 Luckstone of the Half-elf - Rogue Signature Skill, Trained by 1st level skills)
Languages: Elven, Common, Sylvan, Dwarven, Orc, Giant, Draconic, Minotaur - one language slot open.
Class Features
You gain these abilities. Abilities gained at higher levels list the requisite levels.
Finesse Striker
When you attack with an agile or finesse one-handed melee weapon, you can add your Dexterity modifier to damage instead of your Strength modifier.
Sneak Attack
You deal additional damage to flat-footed creatures (see page 322). If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse.
As your rogue levels increase, so does the number of damage dice of your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack
On the first round of combat, creatures that haven’t acted are flat-footed to you.
KEY ABILITY - Dexterity
HIT POINTS - 8 plus your Constitution modifier
PROFICIENCIES
Perception - Expert
Saving Throws
Trained in Fortitude (+0)
Expert in Reflex (+2)
Expert in Will (+2)
Skills
Trained in a number of skills equal to 10 plus your Intelligence modifier.
Weapons
Trained in all simple weapons, plus the hand crossbow, rapier, sap ("BLACKJACK!" sez Cap'n), shortbow, and shortsword
Armor
Trained in light armor
SIGNATURE SKILLS
Acrobatics
Athletics
Crafting
Deception
Diplomacy
Intimidation
Performance
Society
Stealth
Thievery
Weapons
"Moonlit Edge" Elven-made Illuminating Shortsword of Cold +3
-- Damage: d6 Piercing +d6 Cold Damage +4 (+3 shortsword, +1 STR)
-- Bulk L
-- Hands 1
-- Group: Sword
-- Traits: Agile, finesse, versatile S, adds d6 Cold Damage with every successful Strike, provides Light on command as a torch unlimited times per day.
-- Note: Otiorin's Signature Ability, "Elven Ears, Elven Hands", grants him a bonus +1 to hit with all Elven-made weapons, including the Moonlit Edge.
Shortsword
-- Damage: d6 Piercing +1 (+1 STR)
-- Bulk L
-- Hands 1
-- Group: Sword
-- Traits: Agile, finesse, versatile S.
Hand crossbow
-- 10/10 crossbow bolts
-- Range: 60 feet
-- Damage: d6 Piercing
-- Bulk L
-- Hands 1
-- Group: Bow
-- Traits: None.
Daggers
-- 10/10 knives
-- Range: 10 feet
-- Damage: d4 Piercing
-- Bulk L
-- Hands 1
-- Group: Knife
-- Traits: Agile, finesse, thrown 10 ft., versatile S.
Shortbow
-- 0 arrows
-- Range: 60 feet
-- Damage: d6 Piercing
-- Bulk 1
-- Hands 1+
-- Group: Bow
-- Traits: Deadly d10.
Blackjack (not a sap! =) )
-- Damage: d6 (non-lethal)
-- Bulk L
-- Hands 1
-- Group: Club
-- Traits: Agile, finesse. See "PC Notes" tab. =)
Armor
"Mageskin" Quiet Chain Shirt +2
-- Armor Bonus +4
--Touch Armor Bonus +3
-- Dexterity Modifier Cap +5
-- Check Penalty -1
-- Bulk 2
-- Trait: "Quiet" Trait. This is this DMs way of saying this armor does not have the Noisy Trait that now belongs to this type of armor in PF 2.0 Playtest (Noisy = This armor’s check penalty increases by 1 on Stealth checks.).
-- Special Trait: Bards, Sorcerers, and Wizards may cast freely while wearing this armor, hence the armor's name.
Amulet of Natural Armor +2
-- Armor Bonus +2
-- Touch Armor Bonus +2
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Ring of Force Shield (as Shield spell but at +2 to AC, when active, the Raise a Shield action is always in effect)
-- Armor Bonus +2
-- Touch Armor Bonus +2
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Magic Items
Luckstone of the Half-Elf
This small, beautifully-blue stone is etched with tiny runic figures on each of its twenty sides. While its origins may as yet be unknown to the Wanderers, its value to its wielder should be no mystery at all.
The stone possesses these colors and smoothness.
- Three times per day, when its player rolls a 1-4 on a d20, the player may elect to reroll once. The second roll result stands even if it is worse than the first (Take that, RpNation dice roller! =) ).
- This stone of good luck adds +1 to all saving throws, ability checks, and skill checks ensuring a favorable fortune indeed.
(Image credit: www.bling-gems.com)
Amulet of Natural Armor +2 (+2 bonus to AC when used - See Armor [above])
Ring of Force Shield +2 (+2 shield bonus to AC when used - See Armor [above])
Ring of Mind Shielding (prevents magical scrying like Clairvoyance and ESP upon the user)
Boots of Striding and Springing - Or sandals or cloth shoes or whatever footwear you like most. These boots, while worn, increase the wearer's base land speed by 10 feet. In addition to this enhanced Striding ability, these boots allow the wearer to make greater leaps. He can jump with a +5 competence bonus on Acrobatics checks.
Scabbard of Keen Edges (Three times per day, this scabbard can enhance any tiny to large-sized weapon sheathed inside of it. For one minute, attacks with this weapon are a critical hit on a 19 or 20 on the die as long as that result would otherwise be a success. This property doesn’t make a 19 on the die an automatic success.)
Potion of Invisibility (lasts for 8 minutes unless dispelled by a hostile action).
Adventuring Gear
Apparel
- Traveler's Outfit
- Pickpocket's Outfit
Consumables
- Waterskin x2 (full)
- Good Rations (2 weeks)
- Leather backpack
- Bedroll
- Oil Flask x3
- Hemp Rope 50ft
- Large Sack
- Small Sack x2
- Tinderbox
- Tindertwig x6
- Hooded Lantern
Wealth: 0 mc, 334 gp, 0 sp
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