Wrath of the Righteous
Desna's Arrow, Halfing Sniper
Name: Leskyn Railblade | Race: Halfling | Height: 2’11"
Player: Tony | Gender: M | Weight: 34 lbs.
Update: 9 | Age: 24 | Eyes: Hazel
Align: LN | Size: S | Hair: Brown
Deity: Desna | Speed: 20ft | Hand: Right
Ability | Temporary | Class Level
Score Mod | Score Mod | Rogue (Sniper) 4
STR 14 + 2 |
DEX 22 + 6 |
CON 10 0 |
INT 13 + 1 |
WIS 12 + 1 |
CHA 18 + 4 | XP: 23,000 Next: 35,000
Total Current Subdual | Total Dex Misc
HP: 46 46 | Init: + 5 = 5 + xxx
Total Armr Shld Dex Misc
AC: 20 = 10 + 3 + 1 + 5 + 1
Touch: 16 = 10 + xxx + xxx + 5 + 1
FlatFoot: 15 = 10 + 3 + 1 + xxx + 1
Bonus Base Mod Magic Misc
Fort (Con): + 4 = 2 + 0 + 1 + 1
Ref (Dex): + 15 = 5 + 6 + 1 + 3
Will (Wis): + 4 = 2 + 1 + 1 + 1
Base Total Base Str Size | Base Total Base Dex Size
Melee: + 7 = 4 + 2 + 1 | Range: + 11 = 4 + 6 + 1
Combat Total Base Str Size | Mnvr Total Base Str Dex Size
Mnvr: + 5 = 4 + 2 – 1 | Defense: + 21 = 10 + 4 + 2 + 6 – 1
H Armor Proficiency: Light – no penalties on attack rolls while wearing light armor
H Sneak Attack – Deal extra damage any time a target is denied Dexterity bonus to AC or when flanking. 1d6 bonus damage at 1st level and increases by 1d6 every two rogue levels thereafter. Extra damage not multiplied on a critical hit. Ranged attacks only count if within 30 feet. Can deal extra non-lethal damage when using non-lethal weapon. Must be able to see target well enough to pick vital spot. Cannot sneak attack a creature with concealment.
H Accuracy – Half all range increment penalties when making range attacks with a bow or crossbow.
1 Weapon Finesse – Can use Dexterity modifier on attack rolls with light weapon, elven curved blade, rapier, whip, or spiked chain.
1 Sniper’s Eye – Sneak attack on enemies within concealment.
3 Deadly Range – 10 extra feet on sneak attack range, for every 3 levels after level 3. ( + 20)
3 Rapid Reload – Reloading counts as a move action for Heavy Crossbows.
4 Uncanny Dodge – Cannot be caught flat-footed and does not lose his Dex bonus to AC if the attacker is invisible.
4 Deadly Aim – With ranged attacks, he can take a – 1 to his attack bonus and add +2 damage. When his BAB reaches + 4, and every 4 levels after, it adds another – 1 and + 2 to the bonuses.
Small – Gain + 1 size bonus to AC, + 1 size bonus to attack rolls, – 1 penalty to Combat Maneuver Bonus and Combat Maneuver Defense, and + 4 size bonus to Stealth checks.
Slow Speed – Base speed of 20ft.
Fearless – + 2 racial bonus on all saving throws against fear. Bonus stacks with the bonus granted by halfling luck.
Halfling Luck – Halflings receive a + 1 racial bonus on all saving throws.
Keen Senses – Gain a + 2 bonus to Perception checks.
Sure-Footed – Gain a + 2 bonus to Acrobatics and Climb checks.
Weapon Familiarity – Proficient with slings and treat any weapon with the word “halfing” in its name as a martial weapon.
MYTHIC PATH: Trickster 1
H Hard to Kill – Whenever below 0 hit points, automatically stabilize without needing to attempt Constitution check. If you have ability that allows you to act while below 0 hit points, still lose points for taking actions, as specified by ability. Bleed damage still causes you to lose hit points when below 0. In addition, you do not die until your total number of negative hit points is equal to or greater than Constitution score.
H Mythic Power (5/day) – Can expend amount of mythic power equal to 3 plus double mythic tier (5/day at 1st tier, 7/day at 2nd, ect.). Amount is maximum amount of mythic power. If ability allows you to regain uses of mythic power, can never have more than this amount.
H Surge (1d6) – Can expend one use of mythic power to increase any d20 roll just made by rolling 1d6 and adding to result. Using ability is immediate action taken after the result of original roll is revealed. Can change outcome of the roll. Bonus die gained increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
H Surprise Strike – As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
1 Aim for the Eye – You can home in on your targets with uncanny and supernatural accuracy. You can make ranged sneak attacks from up to 60 feet away. When calculating range penalties for ranged attacks, you are always considered to be one range increment closer to the target than you actually are. Whenever you successfully score a critical hit against a flat-footed creature with a ranged attack, as a free action you can expend one use of mythic power to blind that creature for 1d4+1 rounds. A mythic creature can attempt a Fortitude save to negate this effect (DC = 10 + your tier + your Dexterity modifier). Creatures that are immune to critical hits are immune to this ability, as are creatures with unusual anatomies.
1 Point Blank Shot (Mythic) – The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. As a swift action, you can expend one use of mythic power to gain an additional bonus on these rolls equal to half your tier.
Damage Bonus +3d6
2 Sniper’s Eye – Sneak attacks on enemies within concealment.
4 Combat Trick – Take a Combat Feat (Deadly Aim)
6 Snap Shot – Surprise round Initiative is always 20, or higher.
Acrobatics +19 = 6 ranks + 6 Dex + 3 Trained + 2 Race + 2 Mythic
Appraise +5 = 1 rank + 1 Int + 3 Trained
Bluff +13 = 6 rank + 4 Cha + 3 Trained
Climb +13 = 6 rank + 2 Str + 3 Trained + 2 Race
Craft (Bolts) +5 = 1 rank + 1 Int + 3 Trained
Diplomacy +8 = 1 rank + 4 Cha + 3 Trained
Disable Device +15 = +6 rank + 6 Dex + 3 Trained
Disguise +10 = 3 rank + 4 Cha + 3 Trained
Knowledge (Dungeoneering) +6 = 2 rank + 1 Int + 3 Trained
Knowledge (Local) +5 = 1 rank + 1 Int + 3 Trained
Perception +12 = 6 ranks + 1 Wis + 3 Trained + 2 Race
Sense Motive +7 = 3 rank + 1 Wis + 3 Trained
Sleight of Hand +15 = 6 ranks + 6 Dex + 3 Trained
Stealth +19 = 6 ranks + 6 Dex + 3 Trained + 2 Size + 2 Race
Swim +6 = 1 rank + 2 Str + 3 Trained
Use Magic Device +8 = 1 rank + 4 Cha + 3 Trained
Chance Encounter – Can immediately reroll a failed Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check as free action once per day. Must take second result, even if worse.
Anatomist – +1 trait bonus to all rolls made to confirm critical hits.
Stoic Optimism – +2 to trait bonus on saving throws against fear effects.
Meticulous – -2 penalty to all skill checks made with untrained skills.
Hero Points: 1
Languages: Common, Halfling, Dwarven, Abyssal
Gear: Heavy Crossbow, Rapier, Masterwork Studded Leather Armor, Darkwood Buckler, Cloak of Resistance (+1), Crossbow Bolts (105), Rogue’s Kit, Common Lamp, Oil Flask, Disguise Kit, Traveler’s Outfit, Entertainer’s Outfit, Terendelev’s Scale
Gold: 127 gp, 1 sp
Weapon: Heavy Crossbow Weight: 4 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +11 | 1d8 | 19-20/x2 | 120 ft. | Piercing | x
Weapon: Rapier Weight: 1 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +7 | 1d4 +1 | 18-20/x2 | x | Piercing | x