Leonard Heinrich

An aloof amateur miscreant initiating his life of pilfering and larceny utilizing his vivacious debonair and faerie adroitness.

Description:

Nimble Human Fencer Burglar

str 10
dex 19 +4
con 12 +1
int 12 +1
wis 10
cha 14 +2

NIMBLE
You’re light on your feet and quick to avoid harm.
• Attributes: +2 Dexterity, –2 Strength
• Base Speed: 40 ft.
• Called Shot: You gain the Called Shot trick (see page 221).
• Cat Fall: You suffer 1 less die of damage from falling.
• Enlightened Acrobatics: Your maximum Acrobatics rank
increases to your Career Level + 5. Only the highest bonus
from any single enlightened ability may apply to each skill.
• Last Chance: You may spend and roll 2 action dice to boost
any save.

FENCER
You’ve made a name for yourself with footwork and
swordplay.
• Bonus Feat: Fencing Basics
• Decisive: You gain a +5 bonus with Initiative.
• Edged Proficiency: You gain the Edged proficiency.
• Fast: Your Speed increases by 10 ft.
• Parry: You gain the Parry trick (see page 222).

Fort +0 +1
Ref +2 +4
Will +0

BAB +0
Def +2 +4 +1
Init +2 +4 +5

Lifestyle +0 (Panache 2 Prudence 0)
Legend +1

Origin Skills: Blend 4, Sneak 4
Class Skills: Acrobatics 6, Athletics 4, Bluff 4, Crafting 3, Haggle,
Investigate, Notice, Prestidigitation 4, Ride, Search 4, Sneak, Tactics 3

Vitality: 6 + Con modifier per level (7)
Starting Proficiencies: 3 (Edged Forte, Blunt Proficiency, Ragged Wound)

Dexterous: 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: 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.

Faerie Heritage
The wilds have touched your soul and may one day claim it
as their own…
Prerequisites: Non-fey, Level 1 only
Benefit: The higher of your Dexterity or Charisma scores
rises by 1 and the DCs of Sense Motive checks targeting you
increase by 4. You always have enough food and water for
yourself, so long as you’re located within 10 miles of nature.
Also, when taking the Basic Skill Mastery feat you have access
to a new skill pair: Eldritch (Impress & Sneak). However, you’re
also a Fey (see page 226) and vulnerable to various effects and
potentially higher damage from some sources.

Gear:
4 sp
Saber 1d10 19-20 Cavalry, Finesse, AP 2 (50 sp)
Buckler 1d3 subdual 20 Guard +1 (20 sp)
Sap 1d6 subdual 19–20 Finesse (2 sp)
Thieves Tools (15 sp)
Garrote (1 sp)
Coin Purse (5 sp)
Large Sack (3 sp)

Bio:

Leonard Heinrich

The Incorrigible Misadventures of the Dastardly Dyad kerazugnal tetsukaiden