North Houston Rise of the Runelords
Male human Rogue 4
CG Medium humanoid
Init +6 ; Senses Perception +7
AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex)
hp 32 (4d8+4)
Fort +3, Ref +9, Will +2
Spd 30 ft./x4
Melee Sword, short +6 1d6+1 19-20/x2
Melee Sword, short +6 1d6 19-20/x2
Melee Sword, short +8 1d6+1 19-20/x2
Ranged Shortbow, composite +7 1d6+1 20/x3
Str 13, Dex 19, Con 13, Int 12, Wis 10, Cha 12
Base Atk +3, Cmb +4Cmd +18
Feats Armor Proficiency (Light) (PFCR 118), Two-weapon Fighting (PFCR 136), Weapon Finesse (PFCR 136), Weapon Focus (PFCR 136-137)
Skills Acrobatics +11, Appraise +7, Bluff +7, Disable Device +15, Disguise +5, Escape Artist +11, Knowledge (local) +5, Linguistics +8, Perception +7, Sense Motive +7, Sleight of Hand +11, Stealth +11, Use Magic Device +8, Use Magic Device +8
Languages Abyssal, Chelaxian, Common, Elven, Goblin, Infernal, Orc
Combat Gear Sword, short, Shortbow, Leather
Other Gear Piece of Chalk (x10), Backpack, Belt pouch, leather armor, short sword, short sword, short bow, 20 arrows, bedroll, tent, small mirror, Wooden Holy symbol (x14), Waterskin (x2), Thieves Tools (Masterwork), Wineskin, Iron Rations (x5), Loaf Of Bread (x2), Cheese (x2), Signet Whistle, Sunrod (x5), Party Fund:, pp: , gp: 207, sp: , cp: , Cloak of Resistance +1, Cold Iron Shortsword, Silver Shortsword, Riding Horse w/Accutrements, pp: 2, gp: 1020, sp: 8, cp: , Armor & Shield, Weapons
Class Abilities • TRAP SENSE (+1) – +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. (PFCR 34). • UNCANNY DODGE – Retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. You still loses Dexterity bonus to AC if immobilized. (PFCR 34). • ROGUE WEAPONS AND ARMOR – All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield. (PFCR 68). • TRAPFINDING – Add +2 to Perception checks to locate traps and Disable Device checks. Can disarm magic traps. (PFCR 68). • ROGUE EVASION – A successful Reflex save for half damage results in no damage. Must be in light armor or no armor and not helpless. (PFCR 68). • ROGUE TALENT – You have chosen the following rogue talents: Bleeding Attack, Resiliency. – Bleeding Attack – Each die of sneak attack inflicts 1 point of bleed (PFRC 565). Damage inflicted every round at start of victim’s turn until any hit points are healed or DC 15 Heal check made. Bypasses DR. Rogue’s bleeding does not stack with itself. (PFCR 68). – Resiliency – When below 0 HP, gain rogue level in temporary HP for 1 min. Immediate action. 1/day. (PFCR 68). (PFCR 68-70). • SNEAK ATTACK – Deal +2d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by the rogue. Ranged attacks must be within 30 feet to do sneak attack damage. (PFCR 68). Traits • Magical Talent (Magic) – You can cast Create Water once per day at caster level 1. (PFCT 5) • Reactionary (Combat) – +2 Initiative. (PFCT 4)
Abiyram is the 8th son (12th child total) of a very minor house in Magnimar. The patron of the family at that time had rather extreme views of magic in general- specially clerical magic- and thus when the young Abiyram was caught playing pranks on his siblings using magic he was quickly ousted from the house.
The transition from plush to penniless was a quick one. Abiyram was literally thrown out on the streets. Quick to forsake the gods for his misfortune- it hadn’t been his fault that he could use their magic afterall- he turned to a life of rapscallionship and minor con games, using the gods in lipservice only to get what he wanted.
He doesn’t consider himself a bad person nor does he go around stealing. He’s made abit of coin as a city guide around Sandpoint- his adopted him for the past year- by gettin new folk to the town to pay a trifle for a tour or just a guide to get to the place they want to be.
Slain by Shadows beneath the Goblin keep at Thistletop.