AISA

Elf Nephilim • Rogue 5 (Thief)

Aisa
🗡 Shadow Thief • Exemplar

ATTRIBUTES

STR 10 +0
DEX 19 +4
CON 10 +0
INT 18 +4
WIS 16 +3
CHA 12 +1
🛡 AC 22
HP 48
👣 Speed 30 ft
🗡 Sneak +2d6

COMBAT QUICK REF

Fort
+7
Ref
+13
Will
+12
Melee
+14
Ranged
+14
Sneak Atk
2d6

INITIATIVE

Perception +14
Deception +12
Stealth (Avoid Notice) +15
Surprise Attack foes off-guard 1st round

ABILITIES

Sneak Attack: +2d6 precision when flat-footed

Rogue Features

Surprise Attack
Round 1 • enemies flat-footed

On the first round of combat, enemies that haven't acted yet are flat-footed to you.

Combined with Sneak Attack, this means +2d6 precision damage on round 1!

Sneak AttackInitiative
🛡
Deny Advantage
Can't be flanked by level ≤ yours

Creatures of your level or lower can't flank you. You're never flat-footed to them due to flanking.

Higher level creatures can still flank you normally.

Defense
Twin Feint
2 actions • 2 Strikes • 2nd vs flat-footed

Make 2 Strikes against same target. If first hits, second is against flat-footed target.

Great for triggering Sneak Attack on the second Strike!

ComboSneak Attack
💣
Sabotage
1 action • damage item • Thievery vs Reflex
Actions
1
Check
Thievery vs Reflex DC

Damage item held by enemy. On success, deal damage equal to your Thievery modifier.

Useful for breaking enemy weapons or important items!

ThieveryDebuff
💪
Strong Arm
Thrown weapons • 30 ft minimum range

Thrown weapons you use have a range increment of at least 30 ft.

Filcher's Fork: normally 20 ft → now 30 ft range increment.

ThrownRange

Exemplar (Ikon: Shadow Sheath)

🌀
Shift Immanence
Free • change active ikon

Free action to change which ikon is currently active. Gain the new ikon's immanence benefit.

Exemplar
🎯
Hurl at the Horizon
2 actions • thrown + bonus damage

Throw weapon with extended range and bonus damage from divine spark.

Shadow Sheath adds stealth and shadow-themed benefits.

DamageExemplar

Cantrips (Arcane)

👻
Figment
2 actions • 30 ft • illusion + +2 Feint
Actions
2 (S, V)
Range
30 ft
Duration
Sustained
Feint Bonus
+2 circ

Create illusory sound or image (5-ft cube max). Crude if viewed within 15 ft.

Create a Diversion: +2 circumstance to Deception when casting/sustaining.

Subtle trait - no obvious signs of casting.

IllusionDeceptionSubtle
👁
Detect Magic
2 actions • 30 ft cone • detect auras
Actions
2 (S, V)
Area
30 ft cone

Detect presence and school of magical auras in the area.

Detection

EQUIPMENT

🔱
+1 Striking Cunning Cold Iron Filcher's Fork
Melee/Thrown • 2d4+4 P+14
Attack
+14 to hit
Damage
2d4+4 P + 4 spirit
Range
30 ft (Strong Arm)
Material
Cold Iron (low-grade)

Striking: 2d4 damage dice.

Cunning: +2 circumstance bonus to Feint.

Cold Iron: Bypasses resistances of fey and some demons.

Spirit Damage: +4 spirit damage (Exemplar).

Magical Striking Cold Iron Thrown
👁
Eye Slash (Greater)
Talisman • crit → blind 1 rd

Affix to: Slashing or piercing weapon.

Activate (Free): On critical hit, target is blinded for 1 round.

Single use - consumed on activation.

Talisman Consumable
🧥
Leather Armor
Light Armor • +1 AC • Dex Cap +4
AC Bonus
+1
Dex Cap
+4
Check Penalty
None
Speed Penalty
None
Light Armor
🩹
Healer's Toolkit + Potions ×3
Medicine • potions heal 1d8

Battle Medicine (Expert): 1 action to heal 2d8+10 in combat (1/day per target).

Minor Healing Potions ×3: 1 action to drink, heal 1d8 HP each.

Gear Medicine Consumable
15 gp

SKILLS

Stealth E +13
Thievery E +13
Medicine E +12
Acrobatics T +11
Arcana T +11
Crafting T +11
Occultism T +11
Society T +11
Deception E +10
Nature T +10
Religion T +10
Survival T +10
Diplomacy T +8
Undead Lore T +11

FEATS

Twin Feint
Class 1

Requirements: You are wielding two melee weapons

Make two Strikes, one with each weapon against the same target. The target is automatically flat-footed against the second attack. Your multiple attack penalty applies to both attacks as normal.

Strong Arm
Class 2

You can throw weapons with exceptional power. When you make a thrown weapon attack, you add your Strength modifier to damage instead of your Dexterity modifier.

Sabotage
Class 4

Prerequisites: Trained in Crafting

You can quickly sabotage unattended objects. Attempt a Crafting check with the same DC required to Craft the object. On a success, you sabotage the object in a way that goes unnoticed until someone tries to use it.

🌿
Otherworldly Magic
Ancestry 1

Traits: Elf

You can cast one cantrip from the arcane or occult spell list. You cast it as an innate spell, heightened to a level equal to half your level rounded up.

🌿
Elven Persistence
Ancestry 5

Traits: Elf, Fortune

Frequency: Once per day

Trigger: You fail a skill check you're at least trained in.

Elves don't give up easily. Instead of the result you received, you receive a result of 12 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers).

💬
Pickpocket
Skill 1

Prerequisites: Trained in Thievery

You can Steal or Palm an Object that's closely guarded without taking the normal –5 penalty.

💬
Arcane Sense
Skill 1

Prerequisites: Trained in Arcana

You can cast detect magic as an innate arcane cantrip at will, heightened to half your level rounded up.

💬
Trick Magic Item
Skill 1

Prerequisites: Trained in Arcana, Nature, Occultism, or Religion

You can attempt to activate a magic item you don't meet the requirements for. You must know the activation requirements and spend 10 minutes attempting to use the item.

💬
Subtle Theft
Skill 1

Prerequisites: Trained in Thievery

When you successfully Steal something, observers don't notice you took the item unless they were closely watching you.

💬
Battle Medicine
Skill 1

Prerequisites: Trained in Medicine

Action: 1 action

You can administer first aid to an adjacent creature as a single action. Can't be used on the same creature again for 1 hour.

Incredible Initiative
General 3

You gain a +2 circumstance bonus to initiative rolls.

🎩
Exemplar Dedication
Archetype 2

You gain connection to divine sparks. You gain a spark cantrip and can shift immanence once per day.

🎩
Hurl at the Horizon
Exemplar 1

Prerequisites: Exemplar Dedication

You can throw weapons with exceptional range. Double the range increment of thrown weapons you wield.

👑
We've Met Before
Mythic 2 (Homebrew)

Traits: Divination, Fortune, Mythic, Prediction

Note: This is a homebrew/campaign-specific feat.

Through supernatural intuition, you experience echoes of future encounters, creating false memories of meetings that haven't yet occurred.

Effect: When encountering a creature for the first time, you gain a +2 circumstance bonus to Diplomacy checks to Make an Impression or Deception checks to Lie or Impersonate. You can recall one true fact about them as if you'd researched them beforehand.

This doesn't work on creatures immune to divination effects.

Special: Triggers automatically when appropriate. Can't be used on the same creature twice.

👑
Godspeed
Mythic 4 (Homebrew)

Traits: Divine, Mythic, Transmutation

Frequency: Once per hour

Cost: 1 Mythic Point

Action: Free action

Note: This is a homebrew/campaign-specific feat.

You channel divine energy to move with impossible speed, your form blurring as you traverse distance in the blink of an eye.

Effect: Until the end of your turn, your Speed increases by 30 feet, you ignore difficult terrain, and you don't trigger reactions that are triggered by movement (such as Attacks of Opportunity). Additionally, you can Stride through creatures' spaces without penalty.

While this effect is active, you leave a faint trail of divine light that fades after 1 round.

Special: You can use this ability as part of a Stride action, allowing you to activate it and move in the same turn. The increased Speed applies to all movement you make before the end of your turn, including additional Stride actions.

👼
Nephilim
Versatile Heritage

Traits: Lineage, Nephilim

You descend from celestials, fiends, or monitors. Gain low-light vision (or darkvision if ancestry has low-light vision) and access to nephilim feats.

Languages

Common Elven Empyrean Necril Shadowtongue