Leskyn Railblade

Desna's Arrow, Halfing Sniper

Description:

001_LeskynBanner.png

Name: Leskyn Railblade
Height: 2’11" | Weight: 34 lbs. | Hair: Brown | Eyes: Hazel
Class: Rogue (Sniper) 10 | Race: Halfling | Age: 24
Size: Small | Speed: 20 ft. | Gender: Male | Homeland: The Riverlands
Alignment: Lawful Neutral | Deity: Desna | Player: Tony
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ABILITY SCORES
Ability | Temporary | Enhancement
Score Mod |
STR 14 +2 |
DEX 26 +8 |
CON 10 0 |
INT 13 +1 |
WIS 12 +1 |
CHA 19 +4 |
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INITIATIVE
Total Dex Misc
+12 = 8 + 4
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HEALTH
Hit Points | Temporary Hit Points
Total Current | Total Current
HP: 75 75| THP: 0 0
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ARMOR CLASS
Total Armr Shld Dex Misc
AC: 20 = 10 + 3 + 1 + 5 + 1
Touch: 16 = 10 + 0 + 0 + 5 + 1
FlatFoot: 15 = 10 + 3 + 1 + 0 + 1
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SAVING THROWS
Saves | Ability
Bonus Base Mod Misc
Fort (Con): +5 = 3 + 0 + 2
Ref (Dex): +19 = 7 + 8 + 4
Will (Wis): +6 = 3 + 1 + 2
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ATTACK BONUSES
Total Base Str Size | Total Base Dex Size
Melee: +10 = 7 + 2 + 1 | Range: +16 = 7 + 8 + 1
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COMBAT MANEUVERS
Total Base Str Size Misc | Total Base Str Dex Size Misc
Bonus: +8 = 7 + 2 – 1 + 0 | Defense: 26 = 10 + 7 + 2 + 8 – 1 + 0
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WEAPONS

Weapon: Heavy Crossbow Weight: 4 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +16 / +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 | +16 / +11 | 1d4 +8 | 18-20/x2 | x | Piercing | finesse
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ABILITIES
C Finesse Training – At 1st level, gain Weapon Finesse as bonus feat. In addition, starting at 3rd level, can select any one weapon used with Weapon Finesse. Once choice is made, cannot be changed. Whenever a successful melee attack with selected weapon, add Dexterity modifier instead of Strength modifier to damage roll. If effect would prevent Strength to damage, rogue does not add Dexterity modifier. Can select second weapon at 11th level and a third at 19th level.
C Sneak Attack – If target is denied Dexterity bonus to AC or when flanking target, deal extra damage on attack. Extra damage is 1d6 at 1st level, and increases by 1d6 for every two rogue levels thereafter. Ranged attacks can count as sneak attacks only if target is within 30 feet. Additional damage is precision damage and is not multiplied on critical hit. Cannot sneak attack while striking creature with total concealment.
C Accuracy – At 1st level, halve all range increment penalties when making range attacks with a bow or crossbow.
C Evasion – At 2nd level, if succeed at Reflex saving throw against attack that normally deals half damage, instead take no damage. Can only be used when wearing light or no armor.
C Rogue Talent – At 2nd level, gain rogue talent. Gain additional rogue talent for every 2 levels of rogue attained after 2nd level. Cannot select individual talent more than once.
C Deadly Range – At 3rd level, increase range at which can apply sneak attack damage by 10 feet. Range increases by 10 feet for every 3 levels after 3rd.
C Debilitating Injury – At 4th level, when dealing sneak attack damage, can also debilitate target of attack, causing penalty for 1 round. Can choose to apply bewildered, disoriented, or hampered penalties when damage dealt. Penalties do not stack, but additional sneak attack damage increases duration by 1 round. Creature cannot suffer from more than one penalty at time. If new penalty is applied, old penalty ends.
C Uncanny Dodge – At 4th level, cannot be caught flat-footed, nor lose Dexterity bonus to AC if attacker is invisible. Can lose Dexterity bonus to AC if immobilized or if enemy successfully uses feint.
C Rogue’s Edge – At 5th level, gain skill unlock for single skill. At 10th, 15th, and 20th level, choose additional skill and gain skill unlock powers for skill.
C Improved Uncanny Dodge – At 8th level, can no longer be flanked.
C Advanced Talents – At 10th level and every 2 levels thereafter, can choose advanced talent in place of rogue talent.

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.
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FEATS AND PROFICIENCIES
C Armor Proficiency – Proficient with light armor, but not with shields.
C Weapon Proficiency – Proficient with all simple weapons, plus hand crossbow, rapier, sap, short sword, and shortbow.
1 Weapon Finesse – Can use Dexterity modifier on attack rolls with light weapon, elven curved blade, rapier, whip, or spiked chain.
1 Point Blank Shot – Gain +1 damage bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.
3 Rapid Shot – When making full attack with ranged weapon, can fire one additional time at highest bonus. All attack rolls take – 2 penalty.
4 Deadly Aim – May take a – 1 penalty on all ranged attack rolls to gain a +2 bonus on all melee damage rolls. Penalty increases by – 1 and bonus damage increased by +2 at base attack bonus of +4 and every 4 points thereafter. Must choose to use before attack roll and effects last until next turn.
5 Expert Sniper – Reduce penalty on Stealth checks to remain hidden when sniping by 10.
7 Master Sniper – Can make two ranged attacks at highest attack bonus as full-round action, then immediately use Stealth. Take normal penalties on Stealth to remain hidden. Attacks take – 2 penalty.
9 Rapid Reload (Heavy Crossbow) – Can reload heavy crossbow as move action. Reloading crossbow provokes attack of opportunity.
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SNEAK ATTACK
9 +5d6
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ROGUE TALENTS
2 Fast Stealth – Can move full speed when using Stealth without penalty.
4 Combat Trick – Gain Deadly Aim as bonus combat feat.
6 Feint from Shadows – Can feint in combat using ranged weapon against target within 30 feet and cause opponent to lose Dexterity modifier against next melee or ranged attack. Must have concealment from target to feint.
8 Bleeding Attack – Can cause living opponents hit by sneak attack to bleed. Attack causes 1 additional point of damage each round for each sneak attack die. Bleed bypasses damage reduction, and can be stopped by DC 15 Heal check.
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FINESSE TRAINING
3 Rapier
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DEADLY RANGE
9 +30 feet
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DEBILITATING INJURY
C Bewildered – Target takes – 2 penalty to AC and – 4 penalty to AC against attacks from rogue.
C Disorientated – Target takes – 2 penalty to attack rolls and – 4 penalty to attack rolls against rogue.
C Hampered – Target’s speeds reduced by half, to minimum of 5 feet. In addition, target cannot take 5 foot step.
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ROGUE’S EDGE
5 Stealth – Reduce Stealth penalty from sniping by 10. Stealth check penalties for moving quickly are halved, including moving full speed, and reaching concealment after distraction.
10 Acrobatics – Can move at normal speed through threatened square without provoking attack of opportunity by increasing DC of check by 5, and not denied Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower. Can attempt Acrobatics checks at – 10 penalty and use result as CMD against trip. Can also attempt Acrobatics check at – 10 penalty instead of Reflex save to avoid falling. Must choose to use ability before roll is made. With successful DC 20 Acrobatics check, treat unintentional fall as 10 feet shorter plus 10 feet for every 10 by which exceed DC, and treat intentional fall as 10 feet shorter for every 10 by which exceed DC.
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ADVANCED ROGUE TALENTS
10 Stealthy Sniper – When using Stealth to sniper, only suffer – 10 penalty to Stealth check.
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MYTHIC PATH
Path: Trickster Tier: 4
M 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.
M Mythic Power (11/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.
M Surge (1d8) – 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.
M 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.
M Amazing Initiative – At 2nd tier, gain bonus on Initiative checks equal to mythic tier. In addition, as free action on your turn, can expend one use of mythic power to take additional standard during that turn. Additional standard action can’t be used to cast a spell. Can’t gain extra action in this way more than once per round.
M Recuperation – At 3rd tier, restored to full hit points after 8 hours rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, regain number of hit points equal to half your hit points, up to maximum hit points, and regain use of class features that are limited to certain number of uses per day. Rest is treated as 8 hours of sleep for such abilities. Rest doesn’t refresh mythic power or mythic abilities limited to number of times per day.
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MYTHIC FEATS
1 Point Blank Shot (Mythic) – Bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. As swift action, can expend one use of mythic power to gain additional bonus on rolls equal to half tier.
3 Deadly Aim (Mythic) – When use Deadly Aim, gain +3 bonus on ranged damage rolls instead of +2. When base attack bonus reaches +4 and every 4 points thereafter, amount of bonus damage increases by +3 instead of +2.
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PATH ABILITIES
T1 Aim for the Eye – Can make ranged sneak attacks from up to 60 feet away. When calculating range penalties for ranged attacks, always considered to be one range increment closer to target. Whenever successfully score critical hit against a flat-footed creature with ranged attack, as free action can expend one use of mythic power to blind creature for 1d4 +1 rounds. Mythic creature can attempt Fortitude save to negate effect (DC = 10 + your tier + your Dexterity modifier). Creatures immune to critical hits are immune to ability, as are creatures with unusual anatomies.
T2 Sniper’s Riposte – Don’t provoke attack of opportunities when using ranged attacks. As swift action, can expend one use of mythic power to negate Stealth penalty to sniping for 1 round.
T3 Mirror Dodge – When hit by melee or ranged attack, can expend one use of mythic power as immediate action to replace self with illusory duplicate and teleport to open square within 30 feet of current position. Take no damage from attack, but duplicate is destroyed. Using ability requires line of sight to square.
T4 Vanishing Move – As swift action, can make self invisible until end of turn. Effect ends if do anything other than move. If expend one use of mythic power when using ability, instead acts as greater invisibility using double tier as caster level.
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SKILLS
Total Ranks Ability Class Misc Acp
Acrobatics +25 = 10 + 8 + 3 + 4
Appraise +5 = 1 + 1 + 3
Bluff +17 = 10 + 4 + 3
Climb +17 = 10 + 2 + 3 + 2
Craft (Bolts) +5 = 1 + 1 + 3
Diplomacy +8 = 1 + 4 + 3
Disable Device +21 = 10 + 8 + 3
Disguise +10 = 3 + 4 + 3
Escape Artist +21 = 10 + 8 + 3
Knowledge (Dungeoneering) +6 = 2 + 1 + 3
Knowledge (Local) +5 = 1 + 1 + 3
Perception +16 = 10 + 1 + 3 + 2
Sense Motive +13 = 9 + 1 + 3
Sleight of Hand +21 = 10 + 8 + 3
Stealth +25 = 10 + 8 + 3 + 4
Swim +6 = 1 + 2 + 3
Use Magic Device +8 = 1 + 4 + 3
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EQUIPMENT
Name Weight
Heavy Crossbow | 4 lbs.
Rapier | 1 lb.
Crossbow Bolts (100) | 5 lbs.
Masterwork Studded Leather Armor | 20 lbs.
Darkwood Buckler | 1 lb.
Rogue’s Kit | 18.5 lbs.
Common Lamp | 0.5 lbs.
Oil Flask | 1.5 lbs.
Entertainer’s Outfit | 2 lbs.
Traveler’s Outfit | 2.5 lbs.
Terendelev’s Scale | –
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CURRENCY
Platinum | Gold | Silver | Copper
0 | 38,000 | 0 | 0
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CARRIED WEIGHT
Armor and Weapons | Currency | Equipment | Total
31 lbs. | 0 lbs. | 25 lbs. | 56 lbs.
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CARRYING CAPACITY
Light Load | Medium Load | Heavy Load
58 lbs. | 116 lbs. | 174 lbs.
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TRAITS
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.
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DRAWBACK
Meticulous – Suffer – 2 penalty to all skill checks made with untrained skills.
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LANGUAGES
R Common, Halfling
B Dwarven, Abyssal
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EXPERIENCE POINTS
XP Earned | Next Level
114,000 | 155,000

Bio:

Leskyn Railblade

Wrath of the Righteous DrSatan