(Generated 114 times)
Namelist None
Rank Skilled
Race Human
Cult rank None
Notes Using tricks, the charlatan imitates a mage, a priest, or an official. Combat Gear potion of cure moderate wounds, rune of bless (I:1), rune of burning hands (I:3), rune of cure light wounds (I:2), rune of magic missile (R:2, I:2), alchemist’s fire (2), holy water, thunderstone; Other Gear +1 studded leather, light crossbow with 10 bolts, masterwork rapier, disguise kit, everburning torch, healer’s kit, thieves’ tools, wizard’s spellbook, wooden holy symbol, 12 gp 9 sp Spells (I:4) 3/day—prestidigitation 2/day—disguise self Sneak attack (+1d2+1 damage) Prone to use feint and outmanoeuvre in combat to gain advantage Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD 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 armour or no armour. A helpless rogue does not gain the benefit of evasion. Trap Sense:a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +5 bonus on EVD saves made to avoid traps and a +1 bonus to AP against attacks made by traps. Uncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible. Combat Expertise (Combat) You can choose to take a –10 penalty on melee attack rolls and combat manoeuvre checks to gain a +1 bonus to your AP.You can only choose to use this feat when you declare that you are making an attack with a melee weapon. The effects of this feat last until your next turn. Improved Feint (Combat) You count your effect as one higher on table when you successfully feint. Deceitful (added) You get a +10 bonus on all deceit and Disguise skill checks. If you have 85+ in that skill you gain a bonus dice (with that skill only). Trap finding: A rogue can augment with their Perception skill checks made to locate traps and to Disable using mechanisms skill checks. A rogue can use mechanisms to disarm magic traps at formidable.
STR 3d6
CON 3d6
SIZ 2d6+6
DEX 2d6+6
INT 2d5+8
POW 2d6+6
CHA 1d4+14
D20Hit locationArmor
01-03 Right leg 3+1
04-06 Left leg 3+1
07-09 Abdomen 3+1
10-12 Chest 3+1
13-15 Right arm 3+1
16-18 Left arm 3+1
19-20 Head 3+1
Movement 6
Natural armor No

Standard skills

Athletics STR+DEX+35 Brawn STR+SIZ+35 Deceit INT+CHA+50
Endurance CON+CON+30 Evade DEX+DEX+35 Influence CHA+CHA+40
Insight INT+POW+40 Perception INT+POW+35 Stealth DEX+INT+30
Unarmed STR+DEX+35 Willpower POW+POW+30

Professional skills

Disguise INT+CHA+50 Mechanisms DEX+INT+40 Sleight DEX+CHA+40
Streetwise POW+CHA+50

Custom skills

arcane casting INT+POW+35 arcane knowledge INT+INT+15

Combat styles

swashbuckling, fancy footwork and showmanship (+5 with rapier)STR+DEX+35

Weapon options

1-handed weapons

Amount: 1
Rapier (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Light crossbow (1)


Amount: 0