<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Flynn Tanner</div><div class="spoiler_body">(http://i.imgur.com/9CGJEph.png)</div></div><br/>Name: Flynn Tanner<br/>Race: Human<br/>Class: Rogue<br/><br/>Str: 10<br/>Dex: 16 (18 via racial trait)<br/>con: 12<br/>Int: 10<br/>Wis: 12<br/>cha: 14 (16 via class)<br/><br/>HP: 24<br/>AC: 14<br/>Phys: 14<br/>Men: 12<br/><br/>Background: 8<br/>Recovery: 1d8+1<br/>Init: +5<br/><br/>One Unique Thing: Flynn remembers a half forgotten dream - a female voice talking to him about a 'contract' and that time is ticking. Every time he tries to remember it in detail, it comes about as a mostly forgotten dream.<br/><br/>Iconis<br/><br/>The Priestess: (Conflicted) -+2. Flynn is many things. A thief, a man with few regrets about fighting, and a cheater at cards... But he's mostly on the side of good, and he has heart when he needs to which the priestess and her agents can both admire and find exasperating.<br/><br/>Prince of Shadows: Conflicted -+1. Flynn looks out for his and himself always. Sometimes this can be a benefit to the prince, but just the same it can rouse the ire of the king of thieves.<br/><br/>Backgrounds<br/><br/>Acrobatics 3: People say that only assassins of the black blade should move the way Flynn does - But the only way to escape the order is death and yet Flynn doesn't have their insignia branded on him. Who trained him, and why?<br/>Gambling 3: When questioned about why he seems so good at games of chance, Flynn rolls his shoulders and smiles. Sometimes, he says that  he rolled a winning pair of dice against a demon and was blessed. Other nights, he says that he was born under the constellation of the blind lady. Whatever the reason, he seems almost supernaturally lucky at games of fortune.<br/>Medicinal knowledge 2: When you can cut people like Flynn does, you know how to fix them too. Its not uncommon to hear him quip off a trivial but useful fact - Did you know the flowers around snowguard can be made into a paste to alleviate burns? Flynn does.<br/>Thievery: 5. Of course, he's a cheater about a lot of things. Dice, stealing, cards, sleight of hand... Perhaps even someones heart.<br/>race powers<br/><br/>+2 to dex<br/>+1 adventurer feat<br/>Quick to the draw: At the start of battle, roll init twice and pick the one you prefer.<br/><br/>Class talents and powers<br/><br/>Momentum: Gain when hitting, lose when being hit. Need for some powers and need to spend for others.<br/><br/>Sneak attack: +1d6 damage when attacking enemy engaged with my allies.<br/><br/>Trap sense: Can reroll a skill check involving taps once. If a trap's attack roll against Flynn is a natural odd roll, he can force it to reroll the attack once.<br/><br/>Improved sneak attack: Use the improved sneak attack table.<br/><br/>Thievery: Thief background at 5 automatically.<br/><br/>Shadow walk: Can make a Cha+level attack vs enemy MD as a move action before using a standard action. At start of next turn, return anywhere nearby I could have moved to. My first attack after deals double damage that turn.<br/><br/>Evasive strike (1st level, pg 129)<br/><br/>Flying blade (Pg 129)<br/><br/>Roll With it (pg 129)<br/><br/>Sure Cut (pg 129)<br/><br/>Thiefs strike (Pg 130)<br/><br/>Feats<br/><br/>Sneak attack: Adventurer<br/><br/>Thievery: Adventurer<br/><br/>Equipment<br/><br/>Weapons: 2 knives<br/>Armor: Leather armor<br/>Other equipment: Cards and dice that he swears aren't loaded, and basic clothes, survival gear, and three days worth of rations. 40 gold.<br/><br/>Snowguard fact: Twice a year on the solstice, a small caravan of elves comes to trade with the town and sells elven honey, wine, and other delicacies. A young maiden always heads north to to the frozen lands, and never returns with the caravan as it leaves. The elves do not mention why this happens.<br/><br/><br/>--<br/><br/>Now, how do you want us entering the scene?