What's new

Heart of Corruption - Character Sheets


theguy09

Evard's Tentacles of Forced Intrusion
Joined
Oct 11, 2015
Messages
1,092
Reputation score
594
This campaign setting takes place mostly inside of a jungle, The Jungle of Morrigan, so expect the lewds to have the normal jungle stuff. Parasites, tentacles, lewd beasts, amazons, etc.
There is a heavy focus on corruption as well so be prepared to rp your characters slightly differently as they are physically and mentally corrupted.

Pathfinder: Starting level is 5, 25 point buy for character. Stay away from 3rd party stuff. You'll be going through mental and physical changes in the campaign so try go keep in mind where you want to start, and where you want to end up. Starting gold = 10K, 2 traits, and full Hp first level, and half round up for the other 4.

Please stay away from power gaming your characters, this is my first campaign ever!

Also you level every 10 pages as a group

Name: *Cute character image here!*
Class(es): (Also favoured classe here)
Race:
Alignment:
Description: (If different from the picture)
Fetishes:
Backstory: (Keep in mind, there’s no need to write multiple pages, but a good backstory should explain a character’s motivations, what they want to do and what matters to them in life.)

Bonus questions!
What's a secret your character would never want anyone to know:
Your character is trapped alone in the jungle. What surprising skill might they use to survive?
You are faced with an enemy you realize you and your group can not defeat, what do you do?:
You have been corrupted and now have a futa cock and a wolf tail, how do you react?

Vulnerabilities: (This will be explained later)

Ability Scores (+Modifiers)
Str
Dex
Con
Int
Wis
Cha

HP: Armor Class: Initiative Bonus: CMD:
Fort: Ref: Will:
Class/Racial Abilities:
Traits:
Feats:
Skills:
Equipment and items: (+Gold)
Attacks/Actions: (Attack bonus +Damage with chosen weapon)
Spellcasting: (Delete if your character has none)
Cantrips:

Grade 1:

...
 
Last edited:

Aenon

Well-known member
Joined
Apr 21, 2019
Messages
1,257
Reputation score
2,015
Name: Jenlynn Amastacia
Class(es): Shaman - Animist
Race: Half Elf
Alignment: LN
Fetishes: I prefer corruption of the mind, rather than changing of the body. Ordering her around to do what a good sex-slave should do. Maybe she slowly becomes more 'disobedient' as she gets corrupted, and eventually try to dominate ppl herself?

Backstory: Jenlynn (or Jen for short) found that she was able to talk with the spirits from a young age. She was trained to become one of the tribes shamans, spiritual sex-slaves, and healers. She has no master - or to be more precise, she belongs to everyone in the tribe who is above her. Jen believes that this was her true purpose in life...yet things took an unexpected turn after she died one day she was collecting herbs alone in the forest. She got reincarnated centuries later...luckily again on the Amazon tribe, and as a sex-slave! Needless to say, she could only thank the gods for getting a second chance to serve her tribe!

Bonus questions!
What's a secret your character would never want anyone to know: She lives to serve the futa masters...but she wouldn't mind serving others too...
Your character is trapped alone in the jungle. What surprising skill might they use to survive?: Survival :p
You are faced with an enemy you realize you and your group can not defeat, what do you do?: Summon something to cover our escape, run away
You have been corrupted and now have a futa cock and a wolf tail, how do you react?: Lament that I can't serve the futa masters any more, try to remove the tail

Vulnerabilities: (This will be explained later)

Ability Scores (+Modifiers)
Str 11 +0
Dex 14 +2
Con 14 +2
Int 12 +1
Wis 18 +4
Cha 14 +2

HP: 42/42 Armor Class: 12 (18 with breastplate) Initiative Bonus: +2 CMD: BAB: +3
Fort: +3, Ref: +3, Will: +8, +2 vs ench
Wandering Spirit: Nature
Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Spirit: Life
Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Wrangle Condition (Su)

Hexes:
Healing (Su): A shaman soothes the wounds of those she touches. This acts as , using the shaman’s . Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as .
Traits: Seeker, Silent Hunter
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Jungle Affinity (from a Jungle): Half-elves from a jungle with this racial trait gain a +4 racial bonus on Stealth checks while within jungle terrain, and can move through natural difficult terrain at their normal speed while within jungle. This racial trait replaces the multi-talented racial trait.
Skill Focus (Diplomacy)

Spell Focus (Conjuration)
Augment Summoning
Superior Summoning
+16 Diplomacy (Cha) (5r+2c+3+3sf+3fam) (+2 with Amazon Tribe)
+5 Handle Animal (Cha) (1r+4c+3)
+8 Heal (Wis) (1r+43w+3)
+5 Knowledge (nature) (Int) (1r+1i+3)
+11 Survival (Wis) (4r+4+3)

+14 Perception: (4r+4w+3m+3)
+10* Stealth: (4r+2d+5m+3) *+14 in jungle

Languages: Common, Elven


Rod of Giant Summoning, Lesser 3000
Cauldron of Overwhelming Allies 4500
Wand of CLW 750
Shirt, Quick Runner’s 1000
Slaves clothes 50
Healer's kit 10/10 50gp
Backpack 2gp
Mwk darkwood Longspear 315gp
Dagger 2gp
2 x purify food and drink (oil)
281gp


Orisons:
-Detect Magic
-Mending
-Light
-Create Water

Level 1
>Speak with Animals
-Hide from Undead
-Sanctuary
-Ice Armor
-Hide from Animals

Level 2
>Barkskin
-
-
-Raven's flight

Level 3:
>Speak with Plants
-
-



Spirit Animal:
22388 Chirp (Thrush - Diminutive native outsider)

Init +2; Senses low-light vision; Perception +12


DEFENSE
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size +2 natural)
hp 21 (5d8) Fast healing 1
Fort +0, Ref +4, Will +6


OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.


STATISTICS
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats ( )
Skills Fly +12, Perception +12, Stealth +21

Alertness, improved evasion, share spells, empathic link
Deliver touch spells
 
Last edited:

Pervy

Dances with Girl-Cocks
RP Moderator
Joined
Jan 21, 2016
Messages
6,355
Reputation score
2,713

Name: Arva Yornheim
Class(es): Skald Boaster lvl 5 (Favoured)
Race: Human
Alignment: Chaotic Good
Description: Arva is a pure warrior, standing a little over 6 ft tall, she enjoys being an intimidating presence.
Fetishes: Sexy gentle mind control mistresses. Also strength contests IC. You know what I'm about! Big Dick Futa-werewolves and general beasty shenanigans with a touch of subtle mind-control seasoning.
Backstory:
Arva was born to the far northern mountains, where life was hard, yet good, as she'd choose to describe it. Her being marked by the gods of war themselves was viewed more benevolently than it might have been in the flatlands, for the Northern people did not fear destruction.. as long as it was in a glorious battle.

Arva herself thought the prophecies nonsense, until she had uncertain dreams, memories perhaps, of herself as a mighty warrior.. well, she was that already,.. but even mightier! Fallen in battle, among countless enemies, collapsed of exhaustion. Well.. that is the version she chooses to believe, because, sometimes, in her dreams, it looks as if she lies naked among creatures.. such a thing would explain why she'd been denied eternal feasting in the halls of heroes...

But it matters not. She will just prove herself even more, all over again. That is all she truly craves, to break her enemies in the names of the gods of war, empowering those close to her with her conviction, whilest shattering her enemies with voice and blade.

"For The Glory of Battle, I fight until I die! Now Behold Odin's Will Made Manifest!"

Bonus questions!
What's a secret your character would never want anyone to know: Secretly a submissive with dreams of being dominated by a worthy mistress.
Your character is trapped alone in the jungle. What surprising skill might they use to survive: It's not I that needs to survive the jungle. It's the jungle that will have to survive ME.
You are faced with an enemy you realize you and your group can not defeat, what do you do?: I shall die in glorious battle! I cannot defeat it, but I shall leave a mark it shall remember me by!
You have been corrupted and now have a futa cock and a wolf tail, how do you react? Trying out at least one of the two. Which one? Who knows!

Vulnerabilities: Sexy Wolves

Ability Scores (+Modifiers)
Str 18 +4
Dex 12 +1
Con 19 +4
Int 10
Wis 7 -2
Cha 14 +2

HP: 60(6d8+27) Armor Class: 17 (11 touch) Initiative Bonus: +2 CMD: 19 (3 Bab +4 str +1 dex, 19 when raging-singing)
Fort: 9 Ref: 3 Will: 3
Class/Racial Abilities:
Traits: Rousing Courage, Bloody Minded,
Feats:
Class Feats:
Endurance, Bardic Knowledge, Cantrips, Inspired Rage +2(+2 Str and +2 Cons, +2 to will saves, -1 armor class), Raging Song 21/d, Song of Endurance, Versatile Performance(Oratory - Diplomacy and Sense Motive), Rage Power (Lesser Celestial Totem), Spell Kenning, Song of Strength, Greater Endurance (To The Last)
Racial Feats: Bonus Feat, +2 Constitution, Bonus skillz
Chosen Feats: Skald's Vigor, Diehard, Fast Healer, Extra Performance
Skills:
All Knowledge 2
Perform(Oratory): 11
Handle Animal: 11
Intimidate: 12
Ride: 6 (including armor check penalty)
Linguistics: 5
Profession(Tatooist): 7

Equipment and items: Singing Steel Horn (3000 gold), Belt of Mighty Constitution +2 (4000 gold), Masterwork Cold Iron Greatsword (700 gold), Stylized Breast-Plate +1 (1200 gold), Dire Collar
Clothes, throwing Axes x4 and clothing stuff ad hoc 100 gold,

Attacks/Actions:
+9 Greatsword, 2d6 +6, 19-20 x2
Or +2 Throwing Axes, 1d6+4, x2
(Raging song: +5 hp, +10 Greatsword, 2d6+7, 19-20x2)

Spellcasting: Spells known: 6/6(+2 from favoured)/3, Spells per day: 5/4 DC: 12+Spell grade
Cantrips:
Detect Magic, Mage Hand, Mending, Message, Prestidigitation, Summon Instrument

Grade 1:
Liberating Command, Moment of Greatness, Saving Finale, Timely Inspiration, Ear Piercing Scream, Enhance Water, Nature's Paths

Grade 2:
Path of Glory, Blistering Invective, Talk with Birds, Lay of the land

Notes: Languages: Human, Giant, Skald, Abyssal, Orc, Ignan
Alt pic:

Grade 2 Spells I want: Disrupt Silence? Instant Weapon, Gallant Inspiration, Blood Rage
Grade 3 spells I want: Reviving Finale, Thunderous Drums, Fear, Raven's flight, Find Fault, Haste?
 
Last edited:

Drayco84

Active member
Joined
May 19, 2019
Messages
102
Reputation score
164
22451
Name: Kress Prihoka
Class(es): Fighter (6)
Race: Half-Elf
Alignment: Neutral Good
Description: Kress is a 6ft tall, obviously well-endowed, blonde, green-eyed half-elf that favors using a longsword and shield. (And despite being 26 is still a virgin.)
Languages: Common & Elven. Bonus: Sylvan and Celestial
Fetishes: (Well, you asked for 'em...) Corruption, mind control, mind break, bimbofication, pleasure control/denial, potions/injections, aphrodisiacs, tentacles, egg insertion, living insertion, plants, pregnancy, breast growth, multiple breasts, lactation, milking, transformation, furry (cow or feline preferred), among others.
Backstory:
Kress grew up in a moderately small merchant family that kept far from the jungle, so all she's heard is horrifying stories from people that have been there and gotten back out. Stories about parasites that crawl inside you and make you into a willing broodnest, plants that drug you with sweet scents to lure you into their vines so they can put their seeds inside your womb, mindless beastmen that rut with any flesh that wanders across their path, cunning kitusne with their corruptive magic and beast slaves, to ambushing amazons and their fondness of drugging victims into becoming their breeding cattle and slaves.
Having a strong sense of justice and a naive determination, she tried to join temple once in the hopes of becoming a paladin like she was in her past life, but the "tithes" required for the training ran for more than what her family could afford. However, that didn't mean that she didn't have a decent sword arm. So, she usually traveled with her mother's trade wagon along with her sisters (Okay, HALF-sisters if we're being realistic...) while providing some martial support and fending off the odd, minor threat due to her mother's adamant insistence on avoiding the jungles. She's honed her combat skills on dummies and sparring sessions among her family, but relies a lot on the memories of her past life due to lacking actual combat experience. It was a good life for her, despite her family always being on the move and never owning anything that couldn't be easily carried.
She's not sure how it was found out as she had kept her memories about being Reincarnated secret only to her family, but the messenger summoning her to the Kingdom of Druhka was a shock to everyone in her family. At first, she refused to leave them, but not only was the messenger quite insistent, they brought goons. With barely the equipment in her hands, the clothes on her back, and the gear in her pack, she was bundled into the magic carriage and abducted right in front of her family and carried off to lands and adventures unknown.
While bitter about being torn from her family, she's willing to grit her teeth and do her best on this endeavor, despite what hardships may come.
Bonus questions!
What's a secret your character would never want anyone to know?

She's fairly deep in denial, but she's a lesbian.
Your character is trapped alone in the jungle. What surprising skill might they use to survive?
She may not look like it, but she's surprisingly good at wilderness survival due to life on the move.
You are faced with an enemy you realize you and your group can not defeat, what do you do?
Organize a fighting retreat and come back another day.
You have been corrupted and now have a futa cock and a wolf tail, how do you react?
"No... Oh no... This is how it starts, isn't it? Growing a penis and a beast tail? Will I become... One of those beastmen...? Rutting with anyone I see...?"
Vulnerabilities:
(This will be explained later)
Ability Scores (+Modifiers)
Str:
18 (+4)
Dex: 16 (+3)
Con: 14 (+2)
Int: 14 (+2)
Wis: 8 (-1)
Cha: 10 (0)

HP: 55 (6d10+Con Mod*2+FCB Bonus)
Armor Class: 20 (Touch: 14, FF: 17, -2 vs Improvised Weapons.)
CMD: 23 (FCMD: 20) Dirty Trick CMD: 21, FCMD 18.
Initiative Bonus: +3
Fort: 7 Ref: 5 Will: 1 (+2 vs Enchantment)
Racial Abilities: Half-Elf, Humanoid (Human, Elf)
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus (Intimidate) as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Fey Thoughts: Select two of the following skills: Acrobatics*, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception*, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
Class Abilities:
Bravery (Ex):
+2 Will vs Fear, +1 at 1st lvl and +1 per 4 lvls past 2nd. (6th, 10th, 14th, & 18th)
Armor Training 1 (Ex): -1 ACP & +1 Max Dex when wearing armor. Increases at 7th, 11th, and 15th. Can Move at normal speed in Medium Armor.
Weapon Training (Ex): Group of weapons gains +1 Atk and Dmg. Increases each time a new weapon group is gained.
WT1 Blades, Heavy: +1 Atk & Dmg when using selected weapon group.
Traits:
Bruising Intellect (Social):
Use Int instead of Cha for Intimidate and Intimidate is always a class skill.
Armor Master (Region): When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.
Helpful (Combat): Aid Another is +3 instead of +2
Naive (Drawback): You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
Feats:
Combat Reflexes:
Make additional AoOs equal to your Dex mod per round. Can also make AoOs while flat-footed.
Power Attack: (-2 Atk for +4 Dmg.) Take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Dmg is increased by half if using two-handed weapon, wielding a one-handed weapon in both hands, or a natural attack that adds 1.5 times your mod on Dmg rolls. Bonus Dmg is halved with an off-hand weapon or secondary natural weapon. When BAB reaches +4, and every 4 after, penalty increases by –1 and bonus to Dmg increases by +2. (Must use feat before making an attack roll, lasts until next turn. Does not apply to touch attacks nor effects that don't deal HP Dmg.)
Bodyguard: When adj. ally is attacked, may use to action to improve your ally’s . You may not use to improve ally’s with this option.
In Harm's Way: While using improve an adj. ally’s , can intercept an attack against ally as , taking full Dmg from atk and any effects ( , poison, etc.). A creature cannot benefit from this feat more than once per attack.
Weapon Focus (Longsword): +1 Atk with selected weapon.
Weapon Specialization (Longsword): +2 Dmg with selected weapon
Skills:
Acrobatics: 17 (3 CS, 3 Dex, 6 Rank, 5 Item, -0 ACP)
Intimidate: 14 (3 CS, 2 Int, 6 Rank, 3 Skill Focus)
Perception: 10 (3 CS, -1 Wis, 6 Rank, 2 Racial)
Survival: 8 (3 CS, -1 Wis, 6 Rank)
Sense Motive: -1 (-1Wis)
Stealth: 1 (3 Dex, -2 ACP)
Equipment:
+1 Longsword
+1 Breastplate: +7 AC (+6 Normal), 3 ACP (-1 Armor Master, -1 Armor Training), 3 Max Dex (+1 Armor Training), 30lbs, 25% Spell Fail, 20ft (30ft) Spd (Don: 4 Min, 2 with help. Don Hastily/Remove 1 Min, -1 AC & +1 ACP)
+1 Bikini: +3 AC (+2 Nomal), 1 ACP (-1 Armor Master), 6 Max Dex (+1 Armor Training), 10lbs, 0% Spell Fail, 30ft Spd.
+1 Heavy Steel Shield (With Shield Sconce): +3 AC, 1 ACP, 15lbs, 15% Spell Fail
Gladius
Dagger (3)
Quiver of Javelins (7) with Ammentum (+20ft range, becomes Martial weapon.)
Ring of Protection: +1 Deflection AC
Boots of Elvenkind: +5 Competence to Acrobatics.
Wrist Sheath, Spring Loaded (2, Each with Steel Vial of Cure Moderate Wounds oil, Heal 2d8+3)
Traveler's Any Tool
Mundane Items:
173gp
Outfit, Traveler's
Backpack, Masterwork (+1 Str to Carrying Capacity; Light: 116, Med: 233, Max: 350.)
Sash, Adventurer's
Kit, Fighter's (Includes a , an added blanket, a , a , an iron , a , rope, soap, 10 torches, 5 trail rations, and a waterskin.)
Kit, Gear Maintenance (Contains an added whetstone, metal polish, a small file, a leather paring knife, conditioning for leather, two soft cloths, extra leather straps, a , and a few buttons.)
Kit, Grooming (Includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature , soap, a chewing stick, and tooth powder.)
Tent, Medium (Holds two medium creatures, takes 30 minutes to set up and half that to pack up.)
Attacks/Actions:
+1 Longsword (1Hand):
+13/+8 (PA 2: +11/+6) Dmg: 1d8+8 (PA 4: +12) Crit: 19-20 x2 Type: Slashing
Heavy Steel Shield (1Hand): +10 (PA 2: +8) Dmg: 1d4+4 (PA 4: +8) Crit: x2 Type: Bludgeoning
Javelin with Ammentum (1Hand, x7): +9 (PA 2: +7) Dmg: 1d6+5* (PA 4: +9*) Crit: x2 Range: 50ft Type: Piercing
Gladius (Light): +10 (PA 2: +8) Dmg: 1d6+5* (PA 4: +9*) Crit: 19-20 x2 Type: Piercing or Slashing
Dagger (Light, x3): +10/+9 (PA 2: +8/+7) Dmg: 1d4+5* (PA 4: +9*) Crit: 19-20 x2 Range: 10ft Type: Piercing or Slashing
*Whetstone, first attack only.
 
Last edited:

Kitten

Member
Joined
May 13, 2019
Messages
34
Reputation score
39
Name: Sharon Tinmago 80d288b0bdde391678b5a9400bf02d61.jpg
Class(es): Rogue
Level: 5
Race: Aasimar (Azata-Blooded)
Type: Outsider, Native
Alignment: Chaotic Good
Description: pictured, but with white hair and white wings.
Fetishes: mental corruption, masochism, domination, forced submission, (anything that involves nonconsent), pet play,
Dislikes: scat, water sport, vore, degradation, humiliation
Backstory: (Keep in mind, there’s no need to write multiple pages, but a good backstory should explain a character’s motivations, what they want to do and what matters to them in life.) Grew up poor, worked to get to a modest living , gives back to the poor by stealing from the rich, prefers to get out of sticky situations using her charm and flexibility. She loves to pull off heists that require a lot of charm and flexibility, and hopes to achieve acquire more personal wealth, and to pull off a grand heist. She’s a cocky thrillseeker.

Bonus questions!
What's a secret your character would never want anyone to know: she wants to be dominated, but will never admit it.
Your character is trapped alone in the jungle. What surprising skill might they use to survive? Climb
You are faced with an enemy you realize you and your group can not defeat, what do you do?: cover their escape and run away
You have been corrupted and now have a futa cock and a wolf tail, how do you react? React angrily, but sneak off to masturbate alone.
Vulnerabilities: (This will be explained later)
Ability Scores (+Modifiers)
Str 11 +0
Dex 18 +4
Con 12 +1
Int 13 +1
Wis 12 +1
Cha 17 +3

HP: 45/45 Armor Class: 18 Initiative Bonus: +6 CMD: 18
Fort: +4 Ref: +13 Will: +4 BAB: +4

Class Abilities:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor.
Sneak Attack: 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. Sneak Attack dmg currently: 3d6
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Trap Sense (Ex): +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps
Uncanny Dodge (Ex): Starting 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 Dex 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.
Rogue Talents:
  1. Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
  2. Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
  3. Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
Racial Abilities:
  1. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5
  2. Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perform checks.
  3. Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.
  4. Darkvision: Aasimar have darkvision 60 ft.
Languages: Common and Celestial, and Sylvan
Traits: Reactionary, and Inspired (Once per day as a free action, roll twice and take the better result on a skill check or ability check)
Feats: extra rogue talent, weapon finesse, two-weapon fighting, Weapon Focus Short Swords (Bonus).
Skills: (45) The rogue’s class skills are Acrobatics (+17) 5, Appraise (+1), Bluff (+11) 5, Climb (+4) 1, Craft (+1), Diplomacy (+5), Disable Device (+12) 5, Disguise (+3), Escape Artist (+4), Intimidate (+3), Knowledge (dungeoneering) (+9) 5, Knowledge (local) (+8) 4, Linguistics (+1), Perception (+9) 5, Perform (+5), Profession (+1), Sense Motive (+9) 5, Sleight of Hand (+4), Stealth (+22) 10, Swim (+0), and Use Magic Device (+3).

Equipment and items: (+Gold) 1,818 gp, Dagger x4, +1 Short Sword x1, Shortsword x1, Shortbow, 40 arrows, Mithril Shirt (+4AC, Dex limit +7, no penalty, 12.5 lbs), backpack(2 gp 2lbs), bedroll(1sp 5lbs), crowbar (2gp 5lbs), flask (3cp 1.5lbs), grappling hook (1gp 4lbs), soap (5sp 1lb), hemp rope [50ft] (1gp 10lbs), piton (1sp .5lbs), hooded lantern (7gp 2lbs), oil [1 pint flask] (1sp 1lb), sewing needle (5sp), parchment [2 sheets] (4sp), rations [10] (50 sp 10lbs), inkpen (1sp), ink [1oz. Vial] (8gp), pouch/belt (1gp .5lbs), iron pot (8sp 4lbs). Cloak of Elvenkind, Boots of Elvenkind.

Attacks/Actions: (Attack bonus +Damage with chosen weapon)
Dagger +8 (d4)
Shortsword +9 (d6)
Shortbow +8 (d
+1 short sword +10 (d6+1)
Full Round Attack with Two Shortswords: +7;+6 (d6+1;d6)

When Dual wielding, you take a -2 to both main and offhand attacks when using the weapons you have because they are all light weapons.
 
Last edited:
Top