Kal Eastwick

Thin human rogue clad in leather armor and a concealing cloak

Description:

Kal Eastwick
Male Human Rogue 6
Neutral Evil
Strength 16 (3)
Dexterity 20 (
5)
Constitution _ 14_ (2)
Intelligence 14 (
2)
Wisdom 16 (3)
Charisma 15 (
2)
Size: Medium
Height: 5’ 10"
Weight: 175 lb
Eyes: Hazel
Hair: Dark Brown Wavy; Thin Beard
Skin: Pale

Total Hit Points: 47
Speed: 30 feet
Armor Class: 17 = 10 + 2 [leather] + 5 [dexterity]
Touch AC: 15
Flat-footed: 17 [uncanny dodge]
Initiative modifier: + 5 = + 5 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 10 = 5 [base] + 5 [dexterity]
Will save: + 7 = 2 [base] + 3 [wisdom] + 2 [iron will]
Attack (handheld): + 7 = 4 [base] + 3 [strength]
Weapon Finesse: + 9 = 4 [base] + 5 [dexterity]
Attack (missile): + 9 = 4 [base] + 5 [dexterity]
Combat Maneuver Bonus: + 7 = 4 [base] + 3 [strength]
Combat Maneuver Defense: + 22 = 10 + 4 [base] + 3 [strength] + 5 [dexterity]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.
Languages: Common Dwarven Draconic Elven Dark_Elf_Silent Goblin Halfling Orc Sylvan

Mwk+2 Scimitar: 11/11 1d6+5+1d6 vampiric 16-20×2

Dagger Mwk +1: +10/ [1d4, crit 17-20/x2, range inc 10 ft., 1 lb., light, piercing]

Wrist blade Mwk+1: 10 [1d44, crit x3, 1 lb., light, piercing or slashing]
Blood Leaf Residue
Type poison (contact); Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes
Initial Effect 2d12 hit point damage; Secondary Effect 1 Con damage; Cure 1 save

Hand Crossbow [1d4, 19-20/x2, range incr 30 ft., 2 lb., piercing]

Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.]
Feats:

Counterattack:
Your finely-honed reflexes and cool nerves in combat allow you to swiftly respond to attacks. You quickly turn your defence against an attack into an attack, battering aside your opponent’s weapon and striking at him with your own
Benefit: Once per combat you may strike an opponent who has just made a melee attack against you.
Iron Will +2 on will saves
Stealthy
Two-Weapon Fighting Reduce 2-weapon fighting penalties
Weapon Finesse

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Acrobatics Dex* 14 = +5 + 6 + 3 [class skill]
Appraise Int 9 = +2 + 4 + 3 [class skill]
Bluff Cha 10 = +2 + 5 + 3 [class skill]
Climb Str* 12 = +3 + 6 + 3 [class skill]
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 11 = +2 + 6 + 3 [class skill]
Disable Device Dex 12 = +5 + 4 + 3 [class skill]
Disguise Cha 8 = +2 + 3 + 3 [class skill]
Escape Artist Dex* 14 = +5 +6 +3
Fly Dex* 5 = +5
Heal Wis 3 = +3
Intimidate Cha 2 = +2
Knowledge (dungeoneering) Int 8 = +2 + 3 + 3 [class skill]
Knowledge (engineering) Int 5 = +2 + 3
Linguistics Int 11 = +2 + 6 + 3 [class skill]
Perception Wis 12 = +3 + 6 + 3 [class skill]
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex* 5 = +5
Sense Motive Wis 12 = +3 + 6 + 3 [class skill]
Sleight of Hand Dex* 13 = +5 + 5 + 3 [class skill]
Stealth Dex* 16 = +5 + 6 + 3 [class skill] + 2 [stealthy]
Survival Wis 3 = +3
Swim Str*** 9* = +3 + 3 + 3 [class skill]

  • = check penalty for armor/shield
    • = some groups double armor/shield penalties for swimmers
      This character also has 6 ranks in Linguistics.
      Favored class points: Hit points +0; Skill points +6
      Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
      Human
      • This human chose +2 to dexterity (already included)
      • Extra feat at first level (already included)
      • Four extra skill points at first level (already included)
      • One extra skill point at each additional level (already included)
      Rogue:

Powerful Sneak (Ex)
Benefit: Whenever a rogue with this talent takes a full attack action,
she can elect to take a –2 penalty on all attack rolls until the start of her
next turn.
If an attack during this time is a sneak attack,
she treats all 1s on the sneak attack damage dice as 2s.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.


Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealthskill without penalty.

Back on Your Feet [Movement]
You can hop back to your feet instantly if you fall.
Prerequisite: Tumble 12 ranks.
Benefit: If you fall prone for any reason, you can stand
up as an immediate action without provoking attacks
• of opportunity.
Corner Perch [Movement]
You can brace yourself against walls to leave your
hands free.
Prerequisite: Climb 8 ranks.
Benefit: If you succeed on a Climb check to ascend or
descend either a “chimney,” where you can brace against
opposite walls, or a corner where you can brace against
perpendicular walls (PH 69), you can suspend yourself
momentarily. Until the end of your next turn, you can
use your hands freely for any other purpose (including
attacking) without risk of falling. At the end of your next
turn, you fall from the wall unless you succeed on a Climb
check against the normal DC + 5 (made as a move action)
or you have succeeded on another Climb check to move
up or down the wall as normal.
Example: Ember the monk succeeds on a DC 15 Climb
check to scramble up 10 feet (one-quarter of her speed)
into a corner formed by two typical dungeon walls. Using
Corner Perch, she then braces her legs against the walls
and uses her remaining standard action to draw and
• throw a shuriken at a bugbear on the ground below her

Escape Att ack [Movement]
• You can follow a successful escape with a swift attack.
• Prerequisite: Escape Artist 8 ranks.
• Benefit: When you escape a grapple, you can make a
• single melee attack with a light weapon as a swift action
• against the opponent that was grappling you. The opponent
• is considered flat-footed against this attack. You must have
• the weapon in hand at the beginning of your turn in order
• to use this trick.

Sp eedy Ascent [Movement]
• You can produce a burst of speed when climbing.
• Prerequisite: Climb 5 ranks.
• Benefit: If you succeed on a Climb check to move at least
• 10 feet, you can move an extra 10 feet as part of that action.
• Sneak Attack +3d6

Trapfinding — add half of rogue level to find traps, minimum +1

Evasion (level 2) — no damage on a successful reflex save

Trap sense +2 — armor class and reflex bonuses against traps

Uncanny Dodge (level 4) — cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible

Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 8
Level 3: Rogue 7
Level 4: Rogue 1 + 1 to charisma
Level 5: Rogue 3
Level 6: Rogue 8

Kal Eastwick’s Equipment:
Cloak of Shadow: Opponents take a -5 on perception

SLIPPERS OF SPIDER CLIMBING
Aura faint transmutation; CL 4th
Slot feet; Price 4,800 gp; Weight 1/2 lb.
DESCRIPTION
When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).

21 lb
3 lb
5 lb
5 lb
2 lb

4 lb
2 lb
1 lb
4 lb
4 lb
5 lb
1 lb
1 lb
8 lb
1 lb
1 lb
_____
68 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x1
Throwing daggers x5
Bedroll
Caltrops
Chalk
Flint and steel
Grappling hook
Manacles x1
Mug
Pouch x7
Rations (1 day) x4
Rope (50’, silk) x1
Soap
Spyglass
Waterskins x2
Whetstone
Thieves’ tools

Total
More about Kal Eastwick:

Called Shot to the Arm

Any enemy who suffers a called shot to the arm will be placed at a great disadvantage in battle as their limbs will be all but useless for a time.
A called shot to the arm may not be made against any arm that carries a shield. However, a successful attack will cause the victum to drop anything held in their hand, automatically disarming them. In addition, they will lose another 1d4 points of damage and suffer a -4 circumstance penalty to all checks and attack rolls made using the wounded arm. Effects last 1d6 rounds
A character must have a base attack bonus of at least +2 in order to be able to make a called shot to the arm

Called Shot to the Leg

By striking at an opponent’s leg, a character may cripple his ablity to fight effectively in combat, and will certainly reduce his chances of escape. A victum of a successful called shot to the leg will suffer an additional 1d4 points of damage and have his base speed halved. In addition, all climb, jump ,and swim checks will be made with a -4 penalty.
A character must have a base attack bonus of +2 in order to be bale to make a called shot to the leg

Called Shot to the Groin

Seen as one of the lowest tricks to employ during combat, many fighters strike in the dirtiest fashion they can, willing to do anything in order to defeat an opponent. A victum of a successful called shot to the groin will be staggered and only able to take partial actions for 1d6 rounds unless healed.
A character must have a base attack bonus of +2 in order to be able to make a called shot to the groin
GOLD: 24
PLATINUM: 63

Bio:

In Progress

Kal Eastwick

Firoxian Legacy Syvarris_22 GwaeronWinstrom