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Idhassi Silver-Tongue
Rogue 18 / Trickster 9
Master Rogue ~ "Idhassi thinks it unwise to make eye contact while eating a hotdog."
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Aeriador
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Background
<p><strong>Idhassi Silver-Tongue (Rogue 18/Trickster 9)</strong></p><p><i><strong>Idhassi's Book of Proverbs and Wisdom </strong></i></p><p><strong>Chapter One</strong></p><p><i>"Idhassi does not understand what is so impressive about shouting. Idhassi can shout whenever she wants."</i></p><p><i>"Too much magic can be dangerous. Idhassi once had <strong>two</strong> spells and burned her hotdog." </i></p><p><i>"Idhassi thinks it unwise to make eye contact while eating a hotdog."</i></p><p><i>"Idhassi feels uncomfortable when you look at her like that."</i></p><p> <i>"Idhassi has many bags."</i></p><p><i>"In my town, people call me Honest Idhassi"</i></p><figure class="image"><img src="https://th.kanka.io/ZopYZEayq5sLXijyDasmBiu80eM=/smart/src/campaigns/23144/d1bd079d-2b5f-486c-abc7-20867777fd29.jpg" alt="d1bd079d-2b5f-486c-abc7-20867777fd29.jpg"><figcaption>Idhassi Silver-Tongue</figcaption></figure><p> </p><p><strong>Idhassi Silver-Tongue</strong><br><strong>Female catfolk rogue 18 / trickster 9</strong><br>CN Medium humanoid (catfolk)</p><p><strong>Init</strong> +8; <strong>Senses</strong> low-light vision, Perception +9</p><figure class="table"><table><tbody><tr><td>DEFENSE</td></tr></tbody></table></figure><p><strong>AC</strong> 21, <strong>touch</strong> 16, <strong>flat-footed</strong> 21 (+4 armor, +5 Dex, +1 dodge, +1 natural)</p><p><strong>hp</strong> 37 (4d8+8)<br><strong>Fort</strong> +3, <strong>Ref</strong> +10, <strong>Will</strong> +1, +1 Reflex to avoid traps</p><p><strong>Defensive Abilities</strong> danger sense+1, evasion, uncanny dodge; <strong>Resist </strong>cold 10</p><figure class="table"><table><tbody><tr><td>OFFENSE</td></tr></tbody></table></figure><p><strong>Speed</strong> 30 ft.<br><strong>Melee </strong>dagger of doubling +11 (1d4+4/19-20)<br><strong>Ranged </strong>dagger of doubling (thrown) +11 (1d4+6/19-20)<br><strong>Melee </strong>cold iron/+1/returning dagger +11 (1d4+7/19-20)<br><strong>Ranged </strong>cold iron/+1/returning dagger (thrown) +11 (1d4+6/19-20)</p><p><strong>Special Attacks </strong>sneak attack2d6</p><p><strong>Magic Item Spell-Like Abilities:</strong> <i>freedom of movement</i> (1/Day)</p><figure class="table"><table><tbody><tr><td>STATISTICS</td></tr></tbody></table></figure><p><strong>Str</strong> 13, <strong>Dex</strong> 23, <strong>Con</strong> 14, <strong>Int</strong> 14, <strong>Wis</strong> 10, <strong>Cha</strong> 18<br><strong>Base Atk</strong> +3; <strong>CMB</strong> +4<strong>; CMD</strong> 21</p><p><strong>Feats </strong>Dodge, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Dagger)</p><p><strong>Skills</strong> Acrobatics +13 , Appraise +7 , Bluff +11 , Bluff (Feint) +14 , Climb +8 , Disable Device +17 , Disguise +8 , Escape Artist +12 , Knowledge (Dungeoneering) +7 , Perception +9 , Perception (Avoid Surprise) +10 , Perception (Trapfinding) +16 , Sense Motive +7 , Sleight of Hand +13 , Stealth +20 , Survival +2 , Use Magic Device +8</p><p><strong>Languages</strong> Catfolk, Common, Elven, Gnome</p><p><strong>SQ</strong> bonus rogue feint and pickpocket checks (3x), cat's luck, debilitating injury, fast stealth, finesse training, low-light vision, natural hunter, nimble climber, resistance to cold 10, sprinter, trapfinding, weapon choice (dagger)</p><p><strong>Gear</strong> <i>+1 studded leather armor</i>, lamellar (leather), <i>dagger of doubling</i>, <i>cold iron/+1/returning dagger</i>, composite shortbow (+1), rapier, dagger (6), <i>+1 masterwork dagger</i>, <i>amulet of natural armor +1</i>, <i>hat of disguise</i>, <i>green gem ring</i>, <i>ring of minor energy resistance (cold)</i>, <i>belt of incredible dexterity +2</i>, <i>cloak of the sneaky scoundrel</i>, <i>unfettered shirt</i>, <i>burglar boots, minor</i>, <i>bag of holding (type i)</i>, <i>cloak of resistance +1</i>, <i>ring of invisibility</i>, thieves' tools (masterwork)</p><p> </p><figure class="table"><table><tbody><tr><td>SPECIAL ABILITIES</td></tr></tbody></table></figure><p><strong>Bonus Rogue Feint and Pickpocket Checks (3x) </strong>Rogue: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hands checks to pickpocket.</p><p><strong>Cat's Luck </strong>Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.</p><p><strong>Danger Sense (Ex) </strong>You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).</p><p><strong>Debilitating Injury (Ex) </strong>At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.</p><p>Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).</p><p>Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).</p><p>Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.</p><p>These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.</p><p> </p><p><strong>Evasion (Ex) </strong>You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.</p><p><strong>Evasion</strong></p><p><strong>Fast Stealth (Ex) </strong>This ability allows you to move at full speed using Stealth without penalty.</p><p><strong>Finesse Training (Ex) </strong>At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.</p><p><strong>Inspired </strong>A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.</p><p><strong>Low-Light Vision </strong>In dim light, catfolk can see twice as far as humans.</p><p><strong>Low-Light Vision (Ex) </strong>You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.</p><p><strong>Natural Hunter (Ex) </strong>Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.</p><p><strong>Nimble Climber (Ex) </strong>Whenever you fail a Climb check by 5 or more, you can attempt a Reflex save (using the same DC as the Climb check) to catch yourself and avoid falling.</p><p><strong>Reactionary </strong>You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.</p><p><strong>Resistance to Cold (Ex) </strong>You may ignore 10 points of Cold damage each time you take cold damage.</p><p><strong>Skills</strong></p><p><strong>Sneak Attack (Ex) </strong>If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.</p><p><strong>Sprinter </strong>Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.</p><p><strong>Trapfinding (Ex) </strong>You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.</p><p><strong>Uncanny Dodge (Ex) </strong>You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.</p><p><strong>Weapon Choice (Dagger) (Ex) </strong>Dexterity to Damage with Dagger</p>
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