Zenpos

Alignment
CG
Race
Size
S
Gender
Male
Age
27
Total HP
101 62 (Unchained Rogue (Makeshift Scrapper)) + 26 (con) + 13 (fcb)
Initiative
+8 8 (ability)
Speed
30

Defense

Saves

Fort
+9 4 (base) + 2 (ability) + 2 (resistance) + 1 (racial)
Ref
+19 8 (base) + 8 (ability) + 2 (resistance) + 1 (racial)
Will
+6 4 (base) + -1 (ability) + 2 (resistance) + 1 (racial)

AC

AC
37 10 (base) + 4 (natural) + 4 (shield) + 1 (deflection) + 1 (dodge) + 9 (armor) + 8 (dex)
Touch
20 10 (base) + 1 (deflection) + 1 (dodge) + 8 (dex)
Flat
28 10 (base) + 4 (natural) + 4 (shield) + 1 (deflection) + 9 (armor)

 

CMD
28 10 (base) + 1 (deflection) + 1 (dodge) + 8 (dex) + -1 (str) + 9 (bab)

Offense

Speed
30
BAB
+9
CMB
+8 9 (bab) + -1 (ability)
Wands (Improvised) +21 8 (ability) + 9 (bab) + 2 (enhancement) + 2 (trait) / +16 8 (ability) + 9 (bab) + 2 (enhancement) + 2 (trait) + -5 (iterative) (1d3+10 8 (ability) + 1d3 (weapon) + 2 (enhancement) / x2) P/S
Wands (Improvised, Two-Weapon Fighting) +19 8 (ability) + 9 (bab) + 2 (enhancement) + 2 (trait) + -2 (iterative) / +19 8 (ability) + 9 (bab) + 2 (enhancement) + 2 (trait) + -2 (iterative) / +14 8 (ability) + 9 (bab) + 2 (enhancement) + 2 (trait) + -7 (iterative) (1d3+10 8 (ability) + 1d3 (weapon) + 2 (enhancement) / x2) P/S

Ability Scores

Ability Score Mod
Str 8 -1
Dex 26 +8
Con 14 +2
Int 12 +1
Wis 8 -1
Cha 10 0

Skills

Dex
+27 13 (ranks) + 8 (ability) + -2 (armor) + 3 (class) + 5 (circumstance)
Int
+1 1 (ability)
Cha
0 0 (ability)
Str
-3 -1 (ability) + -2 (armor)
Int
+1 1 (ability)
Cha
0 0 (ability)
Dex
+22 13 (ranks) + 8 (ability) + -2 (armor) + 3 (class)
Cha
0 0 (ability)
Dex
+22 13 (ranks) + 8 (ability) + -2 (armor) + 3 (class)
Dex
+6 8 (ability) + -2 (armor)
Wis
-1 -1 (ability)
Cha
0 0 (ability)
Int
+14 13 (ranks) + 1 (ability)
Wis
+15 13 (ranks) + -1 (ability) + 3 (class)
Cha
0 0 (ability)
Dex
+6 8 (ability) + -2 (armor)
Wis
-1 -1 (ability)
Dex
+22 13 (ranks) + 8 (ability) + -2 (armor) + 3 (class)
Int
+14 13 (ranks) + 1 (ability)
Dex
+22 13 (ranks) + 8 (ability) + -2 (armor) + 3 (class)
Wis
-1 -1 (ability)
Str
-3 -1 (ability) + -2 (armor)
Cha
+22 13 (ranks) + 0 (ability) + 3 (class) + 6 (Skill Focus)

Special Abilities

Class

Sneak Attack

🔗 AoN d20

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Improvised Weapon

🔗 AoN d20

At 1st level, a makeshift scrapper gains Catch Off-Guard and Throw Anything as bonus feats.

Finesse Training

🔗 AoN d20

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Weapon Proficiency

🔗 AoN d20

The makeshift scrapper is proficient with only simple weapons.

Evasion

🔗 AoN d20

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex 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

🔗 AoN d20

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. A rogue cannot choose a ninja trick with the same name as a rogue talent.

  • A complete listing of unchained rogue talents can be found here: Unchained Rogue Talents

This feature has been altered by the Improvised Weapon Mastery feature of the Makeshift Scrapper archetype.

Combat Trick

A rogue who selects this talent gains a bonus combat feat.

Minor Magic

A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.

Major Magic

A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.

Surprise Attack

During the surprise round, a rogue with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.

Improvised Weapon Mastery

🔗 AoN d20

At 12th level, the makeshift scrapper gains Improvised Weapon Mastery as a bonus feat.

This ability replaces the rogue talent gained at 12th level.

Supernatural Improvisation

🔗 AoN d20

At 3rd level, a makeshift scrapper gains the ability to enhance an item, making it a more effective weapon or changing the way it can be used. As a swift action, she can alter a single improvised weapon to either grant it a +1 enhancement bonus on attack rolls and damage rolls or use it to gain a +1 shield bonus to her AC. The makeshift scrapper can use this ability for a number of rounds per day equal to her rogue level. These rounds need not be consecutive, and the makeshift scrapper can change the enhancement each time she activates the ability. The bonus increases by 1 every 4 levels thereafter, up to a maximum bonus of +5 at 19th level.

Debilitating Injury

🔗 AoN d20

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge

🔗 AoN d20

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 Dexterity 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 against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge

🔗 AoN d20

At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge

🔗 AoN d20

At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents

🔗 AoN d20

At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

  • A complete listing of rogue advanced talents can be found here: Rogue Advanced Talents

Race

Feats

Canny Tumble

🔗 AoN d20

When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.

Two-Weapon Fighting

🔗 AoN d20

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.

Improved Two-Weapon Fighting

🔗 AoN d20

In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a --5 penalty.

Dodge

🔗 AoN d20

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility

🔗 AoN d20

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Spring Attack

🔗 AoN d20

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Catch Off-Guard

🔗 AoN d20

You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Throw Anything

🔗 AoN d20

You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Weapon Finesse

🔗 AoN d20

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.

Skill Focus

🔗 AoN d20

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Circling Mongoose

🔗 AoN d20

When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can't exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn.

You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate Acrobatics checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally.

Spells

Mage Hand

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
1 standard action
V
S
Range
close
Target
one nonmagical, unattended object weighing up to 5 lbs.
Duration
concentration
Saving Throw
none
Spell Resistance
no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Vanish

🔗 AoN d20
School
illusion (glamer)
Descriptors
None
Casting Time
1 standard action
V
S
Range
touch
Target
creature touched
Duration
1 round/level (up to 5 rounds) (D)
Saving Throw
Will negates (harmless)
Spell Resistance
yes (harmless)

This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.

Message

🔗 AoN d20
School
transmutation
Descriptors
[language-dependent]
Casting Time
1 standard action
V
S
F (a piece of copper wire)
Range
medium
Target
one creature/level
Duration
10 min./level
Saving Throw
none
Spell Resistance
no

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Inventory

GP
1 gp
Inventory Weight
27 lbs.
Value
130901 gp

Armor

Celestial Armor
Cost
22400 gp
Weight
20 lbs.

This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

Items

Wand of Enervation (50 Charges)
Cost
21000 gp
Weight
0 lbs.

A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand’s spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell × the creator’s caster level × 750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 × material component cost). Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand.

Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

This wand has 50 remaining Charges.

Wand of Protection From Evil (50 Charges)
Cost
750 gp
Weight
0 lbs.

A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand’s spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell × the creator’s caster level × 750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 × material component cost). Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand.

Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

This wand has 50 remaining Charges.

Gloves of Improvised Might +3
Cost
36000 gp
Weight
1 lbs.

These rough leather gloves grant an enhancement bonus of +3 on attack and damage rolls with improvised weapons. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Gloves of improvised might cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability.

Normal weapons are unaffected by gloves of improvised might except when used as an improvised weapon in a way specifically permitted by the weapon description, such as using an arrow or bolt as a melee weapon (or if the user has an ability that allows the use of normal weapons as improvised weapons). The wearer still takes a –4 nonproficiency penalty on attack rolls with improvised weapons, as normal, unless he has the Catch Off-Guard feat or a similar ability.

Amulet of Natural Armor +2
Cost
8000 gp
Weight
0 lbs.

This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

Ring of Protection +2
Cost
8000 gp
Weight
0 lbs.

This ring offers continual magical protection in the form of a deflection bonus of +2 to AC.

Cloak of Resistance +3
Cost
9000 gp
Weight
1 lbs.

Flecks of silver or steel are often sown amid the fabric of these magical cloaks.

This garment offers magic protection in the form of a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Boots of Elvenkind
Cost
2500 gp
Weight
1 lbs.

These soft boots are partially made out of living leaves and other natural materials.

They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.

Belt of Incredible Dexterity +4
Cost
16000 gp
Weight
1 lbs.

This belt has a large silver buckle, usually depicting the image of a tiger.

The belt grants the wearer an enhancement bonus to Dexterity of +4. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Robe of Useful Items
Cost
7000 gp
Weight
1 lbs.

A character who dons this battered robe notes that its patches rearrange into the shapes of various helpful but mundane items. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches:

  • Dagger
  • Bullseye lantern (full and lit)
  • Mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • Pole (10-foot length)
  • Hempen rope (50-foot coil)
  • Sack

In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.

d% Result
01-08 Bag of 100 gold pieces
09-15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
16-22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself)
23-30 Gems, 10 (100 gp value each)
31-44 Ladder, wooden (24 ft. long)
45-51 Mule (with saddle bags)
52-59 Pit, open (10 ft. by 10 ft. by 10 ft.)
60-68 Potion of cure serious wounds
69-75 Rowboat (12 ft. long)
76-83 Minor scroll of one randomly determined spell
84-90 War dogs, pair (treat as riding dogs)
91-96 Window (2 ft. by 4 ft., up to 2 ft. deep)
97-100 Portable ram

Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.

Traveler's Any-Tool
Cost
250 gp
Weight
2 lbs.

This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.