Jakob "Nightbreeze"  

Details
Class: Race: Alignment: Deity:
Rogue Human NG Nox (Grecco-Roman)
Level: Size: Age: Gender:
1 M 17 Male
Height: Weight: Eyes: Hair:
5'10" 136 Green Black, 1&2

Abilities
STR 11 +0
DEX 18 +4
CON 13 +1
INT 17 +3
WSD 14 +2
CHA 13 +1
 
Hit Points
TOTAL wounds subdual
7 0 0
Initiative
TOTAL dex other SPEED
4 4 0 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
16 10 2 0 4 0 0 10 0

Battle Scores
MELEE = base + str + magic + other
0 0 0 0 0
RANGED = base + dex + magic + other
4 0 4 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 0 0 0 0 0
REFL 6 2 4 0 0
WILL 1 0 1 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Light Crossbow +4 1d8 19-20 X2 80ft 4 M P Simple weapon: Ranged: Proficent
---> Bolts (20) - - - - 1lb / 10 - - Ammuntion
Kama -4 1d6 X2 - 2lb M S Exotic weapon: nonproficent
Dagger +0 1d4 19-20 X2 10 ft 2lb M P/S Simple weapon: Proficent

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Leather Armor Light +2 0 +6 10% 30ft 15lbs Light Armor, proficent, hardness 2, hp 10

Feats & Special Abilities
Feat / Ability Description/Notes
Feat: Stealthy +2 bonus to all Hide and Move Silently Checks
Feat: Dodge Designate an opponent during your action: gain +1 dodge to AC versus that opponent. You can designate a new opponent on any action. Any condition on which Dexterity is removed from AC also removes Dodge bonus. Dodge bonuses stack.
Class: Armor & Weapon Proficen Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Class: Sneak Attack: 1d6 If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time 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. Extra damage currently 1d6.
Class: Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Race: Speed Human base speed is 30 feet
Race: Feats Humans get one extra feat at first level
Race: Skills Humans gain four extra skill points at first level and one extra skill point for every level thereafter
Race: Languages Starting Language: Common. Bonus Languages: Any (Except secret languages)
Race: Favored Class: Any When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Class: Skills Rogues gain (8+INT Modifier)4 Skill points at first level and (8+INT Modifier) skill Points for every Level thereafter

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Hide Dex +10 +4 +4 +2
Move Silently Dex +10 +4 +4 +2
Spot Wis +5 +1 +4
Listen Wis +5 +1 +4
Search Int +7 +3 +4
Tumble Dex +8 +4 +4
Balance Dex +4 +4 +0
Sleight of Hand Dex +8 +4 +4
Open Lock Dex +8 +4 +4
Disable Device Int +7 +3 +4
Climb Str +4 +0 +4
Swim Str +4 +0 +4
Use Rope Dex +8 +4 +4

Spell List
No Spells Assigned.

Gear
Gear Location Weight Description/Special
Thieve's tools Inside vest/cloak 1lb This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a –2 circumstance penalty on Disable Device and Open Locks checks.
Silk Rope, 50ft Around torso, tied 5lb This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.
Winter blanket Back secured w/rope 3lb A thick winter blanket, dark grey in color, wide enough to wrap oneself in.
Sunrod In blanket 1lb This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Clothing Worn - Jakob's garb consits of: Dark Green cloth tunic Black cloth Breeches Soft, black leather boots Sturdy black leather vest, with numerous sewn-in places for his Thieve's tools. Dark Grey/Faded black cloak, hooded, with inner pockets for thieve's tools. His Leather Armor, worn over his clothing, is dyed to be dark in color. His everyday clothing is still partially visible under his armor.
Belt Pouch (2) Belt 1 lb Simple leather belt pouches, dark in color and obviously worn-out.
Light Crossbow Right Hip, belt 4lb You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Case of Quarrels Lower leg, right 2 lb A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit x2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. "Quarrel" is more or less synonymous with "bolt". To be technical, a quarrel's head is specifically designed to punch through armor and puny human.
Kama Left hip, foward 2 lb The kama is a special monk weapon. This designation gives a monk wielding a kama special options. You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
Dagger Left hip, back 1lb You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill). Jakob's dagger is stiletto-style.
Leather Armor Worn 15 lb Simple, dark-colored leather armor, including "greaves" and hauberk.
Total Encumberance Various 35lbs This is a light load for a Medium creature with 11 strentgh.

Treasure/Money
Item Location Value Weight Description/Special
Coins Belt Pouch 47 GP, 5SP TB math'd Local currency, accepted everywhere cash is
Diamond ring Belt Pounch ? - To Be Appraised. Engagement ring found on a skeleton.

Experience
Current Next Level
122 1000

Description
Fesh and wide-eyed to the "real world", Jakob "Nightbreeze" is possesed of a handsome, smooth, and clean-shaven face, which rarely shows the nicks of a youth still learning to shave. His teeth are whiter than most commoners, leaving many to guess at his actual heritage at times.
His cheekbones are high, and his chin is square. His eyes are clear and sparkle in direct light, and his nose has a slight, nigh imperceptable hook at the end.

He keeps his hair cropped close to his scalp, as is the custom of those who have a little bit of training in swinging pointy bits of metal around and fancy themselves warriors.
Those shining eyes are constantly darting about, drinking in knowledge and an awareness of his surroundings.
He is slender all the way through, all the way to the tips of his long, agile fingers.

In normal attire, he wears his clothing well, although it commonly shows wrinkles and a few signs of wear, and is never without his vest, which he always keeps buttoned up, even on hot days.

However, when armored, something about him changes. The light, almost foolishly carefree aura he seems to radiate, vanishes, replaced immediatly by a dour aura of "business". He usually draws the hood of his cloak up, so as to prevent his eyes from sparkaling, and rarely smiles. Those same eyes, that, when at rest drink in knowledge, instead seem to study every detail of his surroundings.
He carries more than his dagger when armored, too.
A single, slightly odd kama usually rests on his left hip, foward of his dagger, while a light crossbow dangles from a hook on his right hip.
The case of qaurrels he carries is strapped to his right tibia, so it is within easy reach from a crouch.

His stride changes as well, from a stiff, almost regal stride when unarmored, to what can be described as a "Ghost walk", his feets moving so softly and fludily that his upper body does not bounce, and he seems to glide across the floor, knees always bent, ready at any moment to move in any direction.

Personality
Jakob, in public, when not delving a dungeon is a polite and amiable young man, always ready to lend a copper to a starving orphen. When suited up for business, deeper aspects of his persona become evident.

Jakob is quiet and through, almost bordering on parnoia in checking for traps, pitfalls, and any tricks the owner of wherever hes raiding has left behind - be it a dungeon, tavern or weaponsmith's home. He is usually quietly analytical, examining the area for any advantage. He tries to avoid being seen by creatures which may be hostile, and always attempts to shoot them before they relise whats happening.
Jakob has what can only be described as a "hero complex", which is rare for someone of his profession. He will fearlessley delve a dungeon to protect the Greater Good.
Suicide, however, is not his Modus Operandi, and he will withdraw from a situation which he surmises will kill him. After all, being dead is far from being useful.

"Nightbreeze" is extremly devoted to his Goddess (Nox, Goddess of Night, the Moon, and Secrets), and often spends some time on watch praying and meditating.
Jakob is mistrusting of wizards and sorcerors.

Background
Languages Spoken: Common, Gnome, Elvish, Dwarven.

Jakob "Nightbreeze" is the child of a minor noble. While growing up, his family constantly tried to train him to become a fighter, as he was their second, and thereforefore, soldier son.
Which, of course was no reason for him not to recieve the highest education possible. The young Jakob soaked up the knowledge like a sponge.
Jakob's mother was killed in an unfortunate accident involving a hearth and a fire. His father re-married an elf. Jakob's two younger siblings (one male, the other female), are half-elven, and his older his full-blooded human. It is rumored that his father has an insatiable appetite for women, and has spawned many illegitamte children.
Rebelling, Jakob fled from home, and took up the false surname "Nightbreeze". He does not live in any of the lands owned by his parents.

As he was raised, Jakob still retains some "noble" mannerisims, such as a rigid posture and stride, the tendancy to "talk down" to others, and the propensity to help out others in need. While Jakob thinks little of the Law, he does not live completely outside it, nor is he inclined to rebel. He simply wishes to do well by his fellow man (and demi-human).
The rest, is yet to be written.