Marcus Ruine

No, I'm not going to stop drinking! If I do, the cumulative hangover will probably kill me...

Description:
Basic Stats
Class: Burglar 10 Species: Human, Cunning Specialty: Acrobat Experience: 60000
Vitality: 80 Wounds: 12 Defense: 24 DR: 2, Edge Resistance 2
BAB: 7 Initiative: 14 Speed: 40ft Action Dice: 4d6
STR 14 +2 Fortitude +5
DEX 18 +4 Reflex +11
CON 12 +1 Will +3
INT 14 +2 Unarmed +9
WIS 11 +0 Melee +9
CHA 10 +0 Ranged +11
Skills
Skill Key Attribute Skill Bonus (Rank + Mod) Threat/Error Class Skill Focuses
Acrobatics Dex 19 = 13 + 4 + 2 1 / 19-20 yes
Athletics Str 15 = 13 + 2 1 / 20 yes
Bluff Cha 13 = 13 + 0 1 / 20 yes
Crafting Int 9 = 7 + 2 1 / 20 yes Metalworking, Inscription
Disguise Cha 13 = 13 + 0 1 / 20 origin
Investigate Wis 13 = 13 + 0 1 / 20 origin
Notice Wis 13 = 13 + 0 1 / 20 yes
Prestidigitation Dex 17 = 13 + 4 1 / 20 yes
Ride Dex 10 = 6 + 4 1 / 20 yes Land vehicles Water vehicles
Search Int 15 = 13 + 2 1 / 20 yes
Sneak Dex 19 = 13 + 4 + 2 1 / 19-20 yes
Tactics Int 15 = 13 + 2 1 / 20 yes
Interests Total Studies: 5
Languages Studies
Common Magnimar
Sleight of Hand
Forgery
Booze
Fine Art
Class Abilities
Charming Talent. Once per session, you may improve the
Disposition of any 1 non-adversary NPC by 5.
Sharp Mind Talent. You gain 1 additional skill point per level.
Tenacious Spirit Talent. You gain 1 additional vitality per level.
Bonus Feat Specialty. Basic Skill Mastery (Robber).
Agile Defense Specialty. Your base Defense increases by 1.
Fast Specialty. Your Speed increases by 10 ft.
Practiced Athletics Specialty. If you spend an action die to boost an Athletics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
Dexterous Burglar. You excel at tasks requiring nimble fingers and precise eye-hand coordination. Each time you spend 1 action die to boost a Dexterity-based skill check, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4).
Very, Very Sneaky Burglar. At Level 1, each time you fail an Acrobatics or Sneak check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.
Evasion I Burglar. At Level 2, whenever you aren’t flat-footed and make a successful Reflex save to reduce damage, you suffer no damage at all.
Bonus Feat Burglar. You’re focused and cunning, engaging in larceny and assault with equal ease. At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Melee Combat or Covert feat.
Uncanny Dodge I Burglar. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed.
Uncanny Dodge II Burglar. At Level 8, you never become flanked.
Bag of Tricks Burglar. You know a hundred ways to use the shadows to your advantage. At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once. Stick Close and don’t Make a Sound!: When you make a Sneak check, a single adjacent ally or teammate may share your result. The character must remain within 10 ft. of you to retain this benefit.
Look Out!: Each ally and teammate within 10 ft. who can see and hear you gains the benefits of uncanny dodge I. This does not stack with uncanny dodge abilities they already have.
I’ll Cut You! I Burglar. At Level 10, each time you successfully Anticipate, Disarm, Distract, Feint, Taunt, or Tire an adjacent opponent, he must also make a Reflex save (DC 10 + the number of Covert feats you possess + your Dex modifier) or begin bleeding.
Feats
Knife Basics All knives on your person are considered armed at all times. Also, you gain a stance.
Wicked Dance (Stance): Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal).
Knife Mastery Once per round you may Feint an opponent that you’ve hit with a knife this round as a free action. You suffer a –4 penalty with the Prestidigitation check. Also, you gain a trick.
Blade Flurry (Knife Attack Trick): If you hit by 4 or more, you inflict the knife’s damage an additional time. If you hit by 10 or more, you inflict the knife’s damage two additional times. In both cases, roll separately each time you inflict damage.
Knife Supremacy Your knife attacks inflict 1 die of sneak attack damage. Also, you gain a trick.
Shank! (Knife Attack Trick): If the target is a standard character with a lower Intelligence score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.
Misdirection Basics Your threat range with attacks against special characters increases by 1. You also count as 3 additional characters when determining numerical advantage.
Misdirection Mastery Once per combat, you and each teammate may make a free attack against a single flat-footed special character. You may not take this action during a surprise round.
Misdirection Supremacy When you use your Misdirection Mastery feat, you and each teammate who hits may also choose one of the following benefits.
• Inflict 2 dice of sneak attack damage
• Recover 2d6 vitality
• Gain 1 bonus d6 action die
Hurled Basics Your Strength modifier is doubled when calculating thrown weapon damage. Also, you gain a stance.
Zen Shot (Stance): Your target’s cover worsens by 2 grades (e.g. 1/2 cover becomes no cover). You may not move while in this stance (though you may still take Bonus 5-ft. Steps as normal).
Ambush Basics You require only 2 rounds to make a Tactics/Ambush check. Also, your attacks inflict an additional die of sneak attack damage.
Proficiencies, Stances, and Combat Tricks
Proficiencies
Unarmed none Blunt none
Edged forte Hurled forte
Bows none Black Powder none
Siege Weapons none
Stances
Wicked Dance Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal).
Zen Shot Your target’s cover worsens by 2 grades (e.g. 1/2 cover becomes no cover). You may not move while in this stance (though you may still take Bonus 5-ft. Steps as normal).
Combat Tricks
Cheap Shot (Attack Trick): The character attempts to exploit an opponent’s obvious weakness. He chooses 1 of the opponent’s attributes or the opponent’s Speed and makes his attack check, suffering a –4 penalty. With a hit, the opponent suffers a –2 penalty with all attack and skill checks using the chosen attribute, or a –10 ft. penalty to his Speed, until the end of the scene. With a miss, the character becomes flat-footed. Each combatant may suffer from only 1 successful Cheap Shot per scene.
Parry: The character uses his hands or weapon to knock an incoming attack aside. Once per round when the character’s not flat-footed, after he’s been hit by a melee or unarmed attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).
Blade Flurry (Knife Attack Trick): If you hit by 4 or more, you inflict the knife’s damage an additional time. If you hit by 10 or more, you inflict the knife’s damage two additional times. In both cases, roll separately each time you inflict damage.
Shank! (Knife Attack Trick): If the target is a standard character with a lower Intelligence score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.
Arrow Cutting (Inititative Action (Forte)): The character tries to ‘cut a projectile out of the air’ the instant before it hits him. While armed with a melee weapon, once per round after the character’s been hit by a bow or hurled attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).
Possessions and Lifestyle
Panache: 0 Coin in Hand Prudence: 3 Stake
Income: 0s 0s Saved 30% 739s
Reputation and Renown
Reputation: 66 Legend: 4
Heroic Renown: 4 Title: Champion
Military Renown: 0 Title: None
Noble Renown: 0 Title: None
Gear Description Weight Cost
Backpack +2 Str for carrying capacity 5 lbs 5s
Dagger (10, Finesse, AP2 qualities) 1d6 lethal, 19–20, Bleed, hurl 25 lbs 330s
Long Knife 1d6 lethal, 19–20, Finesse, keen 4, AP2 3.75 lbs 45s
Long Knife ( 1 red, 1 blue) 1d6 lethal, 19–20, Finesse, keen 4 6 lbs ?s
Stiletto 1d4 lethal, 18–20, AP 8, finesse 0.5 lbs 20s
Razor (Covered in Antonio’s Blood) 1d6 lethal, 19–20, Bleed, excruciating, finesse, AP2, hurl 0.62 lbs 12s
Throwing Knives (10) 1d4 lethal, 19–20, 15 ft. × 3, Poisonous 1 lbs 25s
Thieves’ Tools Prestidigitation/Disarm 1 lbs 20s
Scribe’s Kit Crafting (Inscription) 2 lbs 20s
Silk Rope 50 ft. long; max load 750 lbs.; escape DC 25 5 lbs 20s
Grappling Hook +2 gear bonus with Climb when using rope 4 lbs 12s
Booze (6 uses) Decreases Shaken condition by 1 grade 2 lbs 30s
Moderate Studded Leather Armor (Fitted, reinforced, lightweight) DR 3, Edged Resistance 2, DP 0, ACP 0, Disguise -2, Speed -0 20 lbs 500s
Bio:

The second son of a single father, Marcus’ childhood wasn’t exactly a happy one. Raised in the slums of Magnimar alongside his older brother, Garret, Marcus was exposed to life’s hardships from an early age. Beggars starving in the streets, robberies that left their victims destitute, if not worse, gang wars that left dozens dead, Marcus had seen it all before he was ten. Even worse, he had gotten used to it.

But, even growing up surrounded by trials and death, life could be worse. It was never really clear where their father got his coin from, but there was always some kind of food on the table, and Marcus and Garret were able to get at least a rudimentary education. Their existence, though certainly not enjoyable, was tolerable, and the first few years of Marcus’ life passed by without anything major to define it.

Everything changed when his father didn’t come home one night. Neither Marcus nor his brother ever managed to find out what happened to their guardian, but it didn’t exactly take a genius to speculate that he was probably dead. Without anyone bringing in money, their meager supply of silver quickly ran out, and the brothers found themselves living on the streets.

Reluctantly, the two of them joined up with one of the gangs; it was undoubtedly a dangerous choice, but it seemed that the starving lads had no others. Garret, always big for his age, was recruited for his sheer strength and skill with a blade. Marcus, barely more than a child, was valued more for his light feet and steady hands. The brothers managed to eke out a living for a few years, committing brutal and dastardly acts to earn their bread. About as far from ideal as you could get, but at least they were still together.

At least, they were until Garret was murdered.

It was then that Marcus, drowning most of his grief in ale and beer, cut ties with all his former acquaintances and set off on his own. At the age of 19, he was already an exceptional thief, even when operating in a constant state of half-drunkenness. He may have vowed to avenge his brother at some point, but honestly the past few years have all been kind of hazy. At this point, all he really cares about is finding a target, swiping it, and fencing it so he can buy some more booze and a place to sleep.

Marcus Ruine

Rise of the Runelords Pappytech