Raris, the Grand and Extraordinary

Come! Behold my dangerous and daring feats! Sure to delight and amaze, no matter your age!

Description:
Basic Stats
Class: Burglar 4 Species: Zora Specialty: Acrobat Experience: 5000
Vitality: 24 Wounds: 10 Defense: 19/19(FF) DR: 2, Cold 4
BAB: 3 Initiative: 9 = 5 + 4 Speed: 40ft Action Dice: 3d4
STR 16 +3 Fortitude +1 = 1 + 0
DEX 18 +4 Reflex +8 = 4 + 4
CON 10 0 Will 0 = 1 – 1
INT 14 +2 Unarmed +7
WIS 8 -1 Melee +6
CHA 10 0 Ranged +8
Skills
Skill Key Attribute Skill Bonus (Rank + Mod + Misc) Threat/Error Class Skill Focuses
Acrobatics Dex 13 = 7 + 4 + 2 1 / 19-20 yes
Athletics Str 10 = 7 + 3 1 / 20 yes
Bluff Cha 6 = 6 + 0 1 / 20 yes
Crafting Int 5 = 3 + 2 1 / 20 yes Carpentry
Haggle Wis 2 = 3 – 1 1 / 20 yes
Impress Cha 7 = 7 + 0 1 / 20 origin
Investigate Wis 2 = 3 – 1 1 / 20 yes
Notice Wis 4 = 5 – 1 1 / 20 yes
Prestidigitation Dex 11 = 7 + 4 1 / 20 yes
Resolve Con 6 = 6 + 0 1 / 20 origin
Ride Dex 9 = 5 + 4 1 / 20 yes Water Vehicles, Land Vehicles
Search Int 7 = 5 + 2 1 / 20 yes
Sneak Dex 9 = 5 + 4 + 2 1 / 19-20 yes
Tactics Int 5 = 3 + 2 1 / 20 yes
Interests Total Studies: 4
Languages Studies
Hylian Language Zora Domain
Comedy
String Instruments
Carnival Games
Class Abilities
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.
Bonus Feat Specialty. Basic Skill Mastery (Robber).
Attribute Training Specialty. The lower of your Dexterity or Strength scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
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.
Uncanny Dodge Burglar. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed.
Aquatic II Species. Can’t drown, and can move normally underwater.
Cold Blooded Species. You need only one meal per day but take +1/die cold damage and are sickened 1 round per point or as long as you are continuously taking damage.
Feats
Basic Skill Mastery (Robber) Acrobatics and Sneak. you gain a +2 insight bonus and a threat range of 19-20 with those skills.
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).
Hurled Mastery When you wield a 1-handed thrown weapon it gains return and when you wield a 2-handed thrown weapon it gains AP 4. Also, you gain a trick.
Staple (Thrown Weapon Attack Trick):With a hit, your target must take a Reflex save (DC 10 + your Dex modifier + the number of Ranged Combat feats you have) or become entangled for 1 round.
Mobility Basics You may make turns freely during a Run and don’t become flat-footed afterward. Also, when you take a Total Defense action, you may take 2 Standard Move actions.
Achilles Heel: Cold When you suffer cold damage, you also suffer an equal amount of lethal damage.
Proficiencies, Stances, and Combat Tricks
Proficiencies
Unarmed forte Blunt none
Edged none Hurled forte
Bows none Black Powder none
Siege Weapons none
Stances
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
Staple (Thrown Weapon Attack Trick With a hit, your target must take a Reflex save (DC 10 + your Dex modifier + the number of Ranged Combat feats you have) or become entangled for 1 round.
Possessions and Lifestyle
Panache: 1 Coin in Hand Prudence: 0 Stake
Income: 10s Appearance: +1 0s Saved 15% 54s
Reputation and Renown
Reputation: 30 Legend: 2
Heroic Renown: 0 Title: None
Military Renown: 0 Title: None
Noble Renown: 0 Title: None
Gear Description Weight Cost
Partial Studded Leather Armor DR 2, Cold 4, 2, -1, 0, 0 12 lbs 60s
Bomb 3d6, 20, 10ftx3, 3 shots, Blast 1, Inaccurate 6 lbs 90s
Boomerang 1d6 subdual, 20, 20ftx3, 3 shots, Lure, Return 3 lbs 27s
Throwing Knife 1d4 lethal, 19-20, 15ftx3, 30 shots, Poisonous 1.5 lbs 75s
Bio:

So, you want to hear a story, do you? One about a man who carried his life on his back, and his heart in his hands?

Well, let’s just see what tales this old head of mine can rustle up.

Raris, the Grand and Extraordinary

The Legend of Zelda: Ballad of the Gods Pappytech