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Roman Torchwick

Race: Human
Alignment: Neutral Evil
Favored Weapon:
Deception, Charisma

As for me
I’ll do what I do best
lie, steal, cheat, and
survive!

Starting out as a small time crook, it has been clear to Roman that combat would
never be his strongest suit. However, he has learned that what he has lacked in skill
and bravery he makes up with his wit and charisma, soon Roman instead focused his
talent into the organization and masterminding of crimes. Not yet a mainstay figure
in the Isolus criminal underworld, Roman is starting from the bottom, working with
smaller bandit groups and recently making ties with the Faunus rebel organization,
the White Fang. Despite being a human, Roman has found a way to gain the trust of
the Faunus terrorists and now, perhaps, will soon let Isolus know of his true intents.

Rogue 4/Swashbuckler 3/Duelist 4/Righteous Zealot 2


Hit Dice: 6d6+7d10
Initiative: +3 +2 +2 +2
Speed: 30 ft.
AC: 24 (Dex +3, Int +4, Deflection +3 (Rogue’s Vest), Mobility Leather Armor +3,
Parrying +1, Dodge +1, Spells +1, Against AoO +4)
BAB: +10/+5
Face/Reach: 5 ft.
Saves: Fort +6, Ref +9 +3 +2, Will +7 (+1 Enchantment) (+1 to all) (-2 Fear)
Abilities: Str 15, Dex 16, Con 10, Int 18, Wis 10, Cha 18
Special Attack: Sneak Attack 5d6 +13
Flaw: Skulker, Shaky
Skills: Balance +5 +2, Bluff +16, Concentration 8, Diplomacy +16 +6, Hide +8 +2,
Knowledge Local +10, Knowledge Nobility +5, Move Silently +8 +2, Sleight of Hand
+16 +2, Tumble +5 +2, Jump +5 +2, Open Lock +4, Disable Device +4, Disguise +6 +2,
Gather Information +16 +2, Profession (Criminal) +5, Perform (Orator) +10, Use Rope
+5 +2, Sense Motive +16
Skill Trick: Social Recovery, Hidden Blade
Feats: Combat Expertise, Dodge, *Mobility, *Quickdraw, *Exotic Weapon Proficiency
(Cane Sword), *Master Manipulator, *Weapon Finesse, Improved Feint, Daring
Outlaw, Riposte, Elusive Target

Possessions: +1 Eager Parrying Pandemonic Silver Cane Sword, +1 Eager Holdout


Pistol, Rogue’s Vest, +1 Mobility Leather Armor

Sneak Attack (5d6 +13): Roman can catch an opponent when he is unable to defend
himself effectively from her attack, he can strike a vital spot for extra damage.

Basically, Roman’s attacks deal extra damage any time his target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or
when he flanks his target.

Poison Use (Ex): Roman is trained in the use of poison. He is never at risk of
accidentally poisoning himself when applying poison to a weapon.

Spell Sense (Ex): Roman has an intuitive sense that alerts him to spells, giving him a
+1 dodge bonus to AC against spells.

Uncanny Dodge (Ex): Roman can react to danger before his senses would normally
allow him to do so. He retains his Dexterity bonus to AC even if he is caught
flat-footed or struck by an invisible attacker. However, he still loses his Dexterity
bonus to AC if immobilized.

Grace (Ex): Roman has a +1 competence bonus on Reflex saves. He loses this bonus
when wearing medium or heavy armor or when carrying a medium or heavy load.

Insightful Strike (Ex): Roman can place her finesse attacks where they deal greater
damage. He applies his Intelligence bonus as a bonus on damage rolls (in addition to
any Strength bonus) with any light weapon, as well as any other weapon that can be
used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune
to sneak attacks or critical hits are immune to Roman's insightful strike. Roman
cannot use this ability when wearing medium or heavy armor or when carrying a
medium or heavy load.
Canny Defense (Ex): When not wearing
armor or using a shield, Roman adds 1
point of Intelligence bonus per duelist
class level to his Dexterity bonus to
modify Armor Class while wielding a
melee weapon. If Roman is caught
flat-footed or otherwise denied his
Dexterity bonus, he also loses this
bonus.

Improved Reaction (Ex): Roman gains a


+2 bonus on initiative checks.

Enhanced Mobility (Ex): When wearing


no armor and not using a shield, Roman
gains an additional +4 bonus to AC
against attacks of opportunity caused
when he moves out of a threatened square.

Grace (Ex): Roman has an additional +2 competence bonus on all Reflex saving
throws. This ability functions only when he is wearing no armor and not using a
shield.

Oration: Once per day per level, Roman may use his command of the spoken
language in much the same way a bard is able to use music to sway others. Roman
must be able to speak clearly and be heard to use this ability properly. As with
casting a spell, if deaf Roman suffers a 20% chance to fair with oration. If he fails, the
attempt still counts against his daily limit.

Enthralling Discourse (Sp): Roman can use his oration to sway groups of people
causing them to pause in there activities and listen to his words. The crowd to
be enthralled must be able to see and hear Roman, must be able to understand
him (speak the same language), and must be within 90 feet. The Roman makes a
diplomacy check, and each target can negate the effect with a Will saving throw
equal to or grater then the Roman's check result. If the saving throw fails, the
creature sits (or stands) quietly and listens to the Roman's words as long as the
Roman continues to speak and concentrates (up to a maximum of 2 rounds per
level of the righteous zealot). The effects are otherwise identical to the enthrall
spell. Enthralling discourse is an Enchantment (Charm) [Language-Dependent,
Mind-Affecting, Sonic] ability.

Compelling Argument (Sp): Roman can present a compelling argument, causing


a single person to temporarily see things his way. This ability acts as a
suggestion (as the spell), and can be used only on an individual who is either
been enthralled (through enthralling discourse) or confused (through verbal
obfuscation) The suggestion doesn't count against the Roman's daily limit on
orations, but the enthralling or confusion does. A Will saving throw (DC 10 +
righteous zealot class level + Cha modifier) negates the effect. Compelling
argument is an Enchantment (Compulsion) [Language-Dependent,
Mind-Affecting, Sonic] ability.

Righteous Indignation (Su): Filled with a sense of self-worth and virtue, Roman will
not deviate from a given path. Once per day, he may add his charisma modifier to
any one saving throw.

Resist Enchantment (Ex): Roman is so caught up in their own moral superiority that
it is difficult to sway their minds through magic. Roman has a +1 bonus on saving
throws against enchantment spells and effects.

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