The Airship Game
Level 1 Wood Elf Rogue
Str 10 (+0)
Con 14 (+2)
Dex 18 (+4)
Int 12 (+1)
Wis 11 (+0)
Cha 17 (+3)
Pick pocket +2
Recoveries 8 (1d8+2)
Melee Attack – +5 vs AC for 1d8+4 damage, 1 damage on a miss
Ranged Attack – +5 vs AC for 1d4+4 damage, 1 damage on a miss
Clothing, dagger, sexy grooming type things, mirror, a thigh strapped throwing dagger. Leather armor.
Maiden – 1
Mother – 1
Crone – 1
One unique thing
Mirror from my parents that lets me see them, but is it them from the past oooeeeewwwweeeeoooo
Momentum – You gain momentum by hitting an enemy with an attack. You lose momentum when you are hit by an attack.
Sneak Attack – Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal +1d6 (level 1) damage if your attack hits.
Trap Sense – If a skill check involving a trap is a natural even failure, you can reroll it once. If a trap’s roll against a rogue is a natural odd roll, you can force it to be rerolled once. Allies can also benefit from this latter reroll as well, if the rogue shouts a warning or takes some action to prevent the trap from hitting.
Improved Sneak Attack – Sneak attack damage is improved, as reflected in the Sneak Attack listing above.
Swashbuckle – Once per battle as a quick action, you can spend your momentum to pull off a daring stunt.
Shadow Walk – As a move action before you have used your standard action this turn, if you are not engaged, you can make the following attack against all nearby enemies, targeting the one with the highest MD. Attack: Charisma + Level vs. MD. Hit: Remove yourself from play. At the start of your next turn, return anywhere nearby that you could have moved to normally during your turn, and deal double damage with your first rogue attack that turn. Miss: No effect. You can’t attempt to shadow walk again until your next turn, but you still have your standard action this turn.
Trap Sense – Improves Trap Sense, already mentioned in above description.
Elven Grace – At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or less than the escalation die, you do. At the start of battle, you roll a d6. Each time you successfully gain an extra action, the die size increases one step: d6, d8, d10, d12, d20. If you succeed using a d20, you cannot gain any more extra actions this battle.
Evasive Strike – Melee attack, at-will, targets one enemy, roll Dex + Level vs. AC. Hit: Deal WEAPON damage + Dexterity and pop free from the target. Miss: Deal Level damage.
Roll With It – Requires Momentum, interrupt action (once per round), triggers on being hit by a melee attack that requires AC. Take half damage.
Sure Cut – Requires Momentum and the ability to deal Sneak Attack damage to the target on a hit. Roll Dexterity + Level vs. AC. Hit: Deal WEAPON + Dexterity damage. Miss: Deal Sneak Attack + Level damage. Note that since this is a rogue melee attack, adding Sneak Attack damage to the hit is valid.
Tumbling Strike – Gain a +5 bonus to all disengage checks made this turn. You can make a disengage check as a free action this turn. If you succeed at a disengage check, you can move again afterwards. Roll Dexterity + Level vs AC. Hit: Deal WEAPON damage + Dexterity. Miss: Deal Level damage.
Placed into a life of being a courtier when her parents were killed by orcs,Rowena learned the ways of pleasing her clients. She was disenchanted by a life she was forced into and left to search for the killers of her parents armed with the skills she learned on the mean streets and with the magic mirror that held the clues to her past.