Curse of the Crimson Throne
Jo - Jo
Fetchling / Rogue
CN Medium humanoid
Init +4; Dark Vision 60’, Perception +6
AC 20, touch 14, flat-footed 16, (+6 armor, + shield, +4 Dex,)
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Fort +2, Ref +8, Will +1
Cold Resistance: 5
Electricity Resistance: 5
Speed 30 ft.
Base Atk +3; CMB +4; CMD 18
Melee: 9) (1d4+2) (18-20)
Melee Masterwork Silver Dagger (0) (18-20)
Two Weapon Fighting
Melee: 7) (1d4+2) (18-20)
Melee: Masterwork Dagger (1) (18-20)
Melee: touch attack (+7)
Ranged: Masterwork Hand Crossbow (+8) (1d4) (18-20)
Two Weapon Fighting
Ranged: Masterwork Hand Crossbow (6) (1d4) (18-20)
Ranged: ranged touch attack (+7)
Sneak Attack: (3d6 + 1 + 3 Bleed)
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 denied 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.
1. Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
2.Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Spell-like Ability (CL 1st)
A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability.
Abilities: Str 12, Dex 18, Con 12, Int 12, Wis 10, Cha 12
Feats: (1st) Weapon Finesse, (3rd) Two Weapon Fighting, (5th) Weapon Focus – Dagger
Weapon Finesse (Combat)
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Two-Weapon Fighting (Combat)
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Weapon Focus (Combat)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills: Acrobatics (12), Appraise (), Bluff (5), Climb (4), Craft (), Diplomacy (8), Disable Device (6), Disguise (2), Escape Artist (10), Intimidate (2), Knowledge (dungeoneering) (3), Knowledge (local) (3),Knowledge (planes) (5), Linguistics (1), Perception (6), Perform (), Profession (), Sense Motive (4), Sleight of Hand (10), Stealth (14), Swim (6), and Use Magic Device (9).
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.
Trap Sense (Ex): 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. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Blade of the Society (Rogue, Pathfinder Society): You gain a +1 trait bonus to damage rolls from sneak attacks.
Tortured: You gain a +1 bonus on Reflex saves.
Hero Points: 3
Feet: Boots of Striding and Springing
Armor: Mithral Chain Shirt +2
Weapon: +1 Dagger
Weapon: Masterwork Dagger X2
Weapon: Dagger X25
Weapon: Masterwork Silver Dagger
Weapon: Magic Silver Dagger-(Unidentified)
Weapon: Masterwork Hand Crossbow
Weapon: Masterwork Hand Crossbow
Ammunition: Bolts (30), Black Metal Bolts (60)
Ring: Ring of Jumping
Potions: Potion of Cat’s Grace (1), Potion of Jump (1),Potion of Invisibility (1),Potion of Cure Mod (2),
Scrolls: Scroll of Blur (1)
Other Weapons: Acid Flask (3) (1d6+1) 10’ Range, Wand of Acid Splash (28), Wand of Magic Missiles (23), Wand of Ghoul Touch (44), Wand of Daze Monster (10), Wand of Charm Person (38 Charges), Wand of Remove Disease (7 Charges), Sap,
Other Equipment: Rogue Kit – backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin., Golden Skeleton Key, Disquise Kit, Masterwork Thieves Tools
Fetchling Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
Native Outsider: Fetchlings are outsiders with the native subtype.
Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fetchlings have a base speed of 30 feet.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling’s caster level is equal to his total Hit Dice.
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.