Garrett Jaxx

Description:

CHARACTER NAME: Garrett Jaxx
PLAYER NAME: Dee Starns

CLASS: Thief 3 / Fighter 2 / Shadowdancer 5 SENSES: Perception +12
RACE: Human
ALIGNMENT: True Neutral
BACKGROUND: Sasserine Native

INITIATIVE: + 8 [+ 6 Dex, + 2 trait] (+2 in Urban Areas)

HP: 65
AC: 23 [+ 6 Dex, + 6 armor, + 1 dodge] Tch 17 FF 23

STR: 11 / 13
DEX: 20 / 22
CON: 12
INT: 16
WIS: 10
CHA: 12 / 16

SAVES:

FORT: + 10 (+ 6 base, + 1 Con, + 3 cloak)

REF: + 15 (+ 6 base, + 6 Dex, + 3 cloak)

WILL: + 6 (+ 3 base, + 0 Wis, + 3 cloak)

FEATS: armor proficiency (heavy, medium, and light), martial weapon proficiency (all), simple weapon proficiency (all), shield proficiency, tower shield proficiency, weapon proficiencies (rogue), combat reflexes, dodge, mobility, outflank, precise strike, quick draw, shadow strike, two-weapon fighting, and weapon finesse.

TRAITS: adopted, reactionary, and child of shadow.

TRAINED SKILLS: acrobatics + 19 (+ 29 jumping), appraise + 9, bluff + 14, climb + 10, diplomacy + 5, disable device + 20, disguise + 13, escape artist + 10, intimidate + 5, knowledge (geography) + 4, knowledge (local) + 7, linguistics + 7, perception + 13, perform (dance) + 6, profession (sailor) + 8, sense motive + 10, sleight of hand + 19, stealth + 19, swim + 5, and use magic device + 14.

BASE ATTACK: + 7/+ 2 | CMB: + 7 | CMD: 24

MELEE ATTACKS: + 2 keen cold iron shortsword + 13/+ 8 (1d6+ 2/17-20/x2) [+ 7/+ 2 BAB | 6 Dex (Wpn Fin) | +2 magic | -2 2-wpn] AND 1 corrosive burst shortsword + 12 (1d6+ 1 plus 1d6 acid/19-20/x2) [+ 7 BAB | + 6 Dex (Wpn Fin) | + 1 magic | – 2 2-wpn]*.

*+2d6 sneak attack (if applicable).

RANGED ATTACKS: shortbow + 13/+ 8 (1d6/x3) [+ 7/+ 2 BAB | 6 Dex] OR dagger 13/+ 8 (1d4/19-20/x2) [+ 7/+ 2 BAB | + 6 Dex].

LANGUAGES: common, undercommon, aquan, olman, and abyssal.

WEAPONS: 2x shortswords, shortbow, 6x daggers, + 1 corrosive burst shortsword, + 1 keen rapier, + 2 keen cold iron shortsword and 2x + 1 shortswords.

ARMOR: + 2 mithral chain shirt.

GEAR: winter blanket, 2x candles, 5x pieces of chalk, climber’s kit, compass, crowbar, disguise kit, earplugs, 5x fishhooks, flint and steel, grappling hook, 9x inkpens, 10x iron spikes, magnifying glass, map maker’s kit, small steel mirror, 20 sheets of parchment, 2x belt pouches, 10 days’ trail rations, 40 ft. knotted spider silk rope, sealing wax, sewing needle, wizard’s spellbook (blank), spyglass, masterwork thieves’ tools, traveler’s outfit. 2x spools of 50 ft. twine, 20 normal arrows, 2x ioun torches (1 red flame, 1 regular flame) and a waterskin.

MAGIC ITEMS: belt of physical might (Str/Dex) + 2, headband of alluring charisma + 4, boots of striding and springing, efficient quiver, wand of cat’s grace (45 charges), 2x elixirs of hiding, 2x elixirs of tumbling, 2x elixirs of vision, 2x elixirs of swimming, 3x feather tokens (fan), cloak of resistance + 3, handy haversack, hat of disguise, 2x potions of cure serious wounds, potion of invisibility, ring of invisibility, ring of jumping, wand of cure light wounds (2 charges), and a wand of cure light wounds (50 charges).

CLASS FEATURES:

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 enied 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.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Ref lex saving throw 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. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Chapter 5).

Bravery (Ex): Starting at 2nd level, a fighter gains a + 1 bonus on Will saves against fear. This bonus increases by + 1 for every four levels beyond 2nd.

Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Darkvision (Ex): At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.

Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead (see page 393).

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.

Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a + 4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses. Otherwise, this shadow is identical to the shadow found in the Pathfinder RPG Bestiary.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Call (Sp): At 4th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day at 4th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 6th level, 3/day at 8th level, and 4/day at 10th level). Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based.

Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Bio:

Garrett Jaxx

Savage Tide TPatcher36