Dove's Baldur's Gate Campaign
Male Human Rogue (Scout, Knife Master) 8
LN Medium humanoid (human)
Init + 4; Senses Perception + 11
AC 19, touch 16, flat-footed 14 (+ 3 armor, + 4 Dex, + 1 dodge, + 1 deflection)
hp 58 (8d8+8)
Fort + 3, Ref + 10 (+ 2 bonus vs. traps), Will + 3
Defensive Abilities evasion
Speed 40 ft.
Melee dagger of doubling + 9/+ 4 (1d4 + 3/19-20)
dagger of doubling (thrown) + 11/+ 6 (1d4 + 3/19-20)
Special Attacks sneak attack (knives) + 4d8 + 4 bleed
sneak attack (other) + 4d4 + 4 bleed
Str 14, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk + 6; CMB + 8; CMD 23
Feats Dodge, Mobility, Fleet, Quick Draw, Shot On The Run
Traits Second Chance; strong arm, supple wrist
Skills Acrobatics + 20, Appraise + 13, Bluff + 8, Climb + 7, Diplomacy + 8, Disable Device + 11, Disguise + 8, Escape Artist + 15, Handle Animal + 5, Heal + 2, Intimidate + 8, Knowledge (geography) + 6, Knowledge (history) + 4, Knowledge (local) + 9, Knowledge (nobility) + 4, Perception + 11, Perform (oratory) + 8, Profession (merchant) + 7, Ride + 8, Sense Motive + 5, Sleight of Hand + 15, Spellcraft + 4, Stealth + 20, Survival + 2, Swim + 7, Use Magic Device + 8
Languages Common, Dwarven, Elven
SQ Scout’s Charge, Skirmisher, Hidden Blade, Blade Sense, Sneak Stab, rogue talents (bleeding attack, combat trick [point-blank shot], combat trick [precise shot], combat trick [charging hurler])
Combat Gear potion of invisibility (3), potion of spider climb (3), acid (3), alchemical grease (3), alchemist’s fire (3), smokestick (3); ring of protection +1
Other Gear catskin leather, dagger of doubling, thieves’ tools, masterwork, 3566 gp, common dungeoneering kit, Essence of the Slayer, Felogyr’s bowl
Second Chance Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Bleeding Attack + 4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Scout’s Charge (Ex) Whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Skirmisher (Ex) Whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fleet While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Precise Shot No penalty for shooting into melee
Charging Hurler You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the + 2 bonus on the attack roll and taking a – 2 penalty to your AC until the start of your next turn.
Mobility + 4 to AC vs. AoO provoked by moving out of or through a threatened area.
Point-Blank Shot + 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shot On The Run When attacking with a ranged weapon, you can move – attack – move.
Sneak Attack + 4d6 + 4d6 damage if you flank your target or your target is flat-footed. A knife master uses d8s to roll sneak attack damage instead of d6s with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger. For sneak attacks with all other weapons, she uses d4s instead of d6s.
Hidden Blade A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
Blade Sense (Ex) At 3rd level, a knife master is so skilled in combat involving light blades that she gains a + 1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by + 1 for every three levels, to a maximum of + 6 at 18th level.
Strong Arm, Supple Wrist Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown.
Mythic Feats Mythic Fleet
Mythic Abilities Hard to kill, mythic power, surge + 1d6, Surprise Strike, Aim for the Eye
Hard to kill Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.).
Surge You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Surprise Strike (Ex) 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.
Aim for the Eye (Ex) You can make ranged sneak attacks from up to 60 feet away (rather than 30 feet). 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 (GM’s discretion).
Mythic Fleet Your base land speed increases by 5 feet, regardless of what armor you wear or whether you’re encumbered. This bonus stacks with the bonus gained from Fleet.
Watcher and Keeper of Roads
In 1465, Aedan was hired by a wealthy member of the Baldurian Parliament, to guard a small caravan travelling north towards Icewind Dale, carrying only a small locked chest. Along the way they were beset by the Wretched Brothers, a notorious band of raiders and criminals known for their cruelty and violence. Driven into a small coastal village, Aedan led a handful of surviving guards in holding out against a besieging force for a week, before finally driving the bandits back into the hills. Having completed the mission against overwhelming odds, Aedan is beloved by many of the local merchants and highly sought after as a mercenary and caravan guard.
Debtor to the Merchant League
Despite his excellent reputation among merchants and travelers, Aedan owes a great deal of money to various members of the Merchant’s League, and is frequently called upon to perform services and favors to some of the wealthiest individuals along the Sword Coast.
In Memory of the Fallen
Hearing that a former partner has been murdered, Aedan tracked down the orphaned ward of his old friend – a younger man named Voren. Finding Voren at the end of a trail of destruction with the ashes of the vampiric murderer at his feet, Aedan called on his connections to convince the guard to release the grieving Voren, and paid off the damages to the city.
Compassion Before Commission
While escorting a shipment of weapons through the mountains as a favor to the Merchant League, Aedan comes across an old friend and his followers captured and disarmed by an evil cult. Aedan chooses to bear the Merchant League’s displeasure by turning over the weapons to Hope Amaun and the Court of the Rising Sun while Voren disrupts the enchantment, enabling them to fight their way to freedom.