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Chit, gnoll rogue 4

Nov 14th, 2026 (edited)
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  1. Chit, 4-level gnoll rogue (Key Offensive Modifier: Dexterity // Key Defensive Modifier: Charisma)
  2. [Medium] [Humanoid]
  3. Move 35 ft., [Ghostwise sight] 45 ft., [Tremorsense] 20 ft.
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  5. Str +3 (attack damage +1), Con +1 (no [Damage reduction]), Dex +4, Int +0, Wis +0, Cha +2
  6. HP 50/50 (8 base HP plus 2 KDM; x5)
  7. Fortitude +5 (+3 Con/Str, +2 poor), Reflex +8 (+4 Int/Dex, +4 good), Will +6 (+2 Wis/Cha, +4 good)
  8. AC 16 (10, +4 level, +2 Cha), Awareness 14
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  10. BAB: +4
  11. Attack Bonus: +8 (+4 Dex, +4 BAB)
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  14. Ranged: Quickbow +8 - range: [Medium] - [Distant 1] [Point-blank] [Scything] - damage: 1d6+5 physical, +1d4 in [Close] range - As a [Volley] attack, use the result of an attack roll -5 and apply the effects of the attack to two eligible targets within 5 feet of each other
  15. Melee: Flindbar +8 - range: [Melee] - [Disarming] [Deft] [Reacting] - damage: 1d6+5 physical - Wielder gets +2 initiative and isn't prevented from taking a 5-foot step by using movement, and Disarm attempts get +1 save DC
  16. Melee: Unarmed Strike +8 - range: [Melee] - damage: 1d6+5 physical
  17.  
  18. Ranges: [Melee] 10 ft., [Close] 35 ft., [Medium] 140 ft., [Long] 560 ft., [Extreme] 1400 ft.
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  20. Gnoll [Ghostwise sight]: Whenever a creature or object moves any number of spaces within the range of Chit's [Ghostwise sight], that entity becomes visible to it as a trailing phantasm, allowing it to see where the entity moves, until the end of that movement, even if the movement is a [Teleport] effect. If they are [Invisible], Chit's perception is blurred, but not completely fooled, and it ignores the normal effects of [Invisible], but treat the target as [Concealed] for purposes of aiming and other interactions. Interestingly, this means that even if that entity would be hidden by a wall, Chit can see as though it had no cover. Unfortunately, the wall will still stop an arrow. A successful Stealth check against Chit's Awareness defense reduces this to a general directional awareness of the creature which made the Stealth check.
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  23. Gnoll bonus feat (Any): Exit, Stage Left
  24. Prerequisites: 1st level only
  25. Benefit (level 1-8): Once per [Encounter], Chit may trade a swift action for a move action.
  26.  
  27. Level 1 feat: And My Axe! [Style]
  28. Benefit (level 1-9): Chit's attacks against a given opponent deal 1 additional damage for each time it's hit that opponent this [Encounter]. This damage resets to 0 when Chit stops using this feat. (A character with [Style] feats chooses exactly one to use each time they use a new weapon, or as a swift action or a partial move action.)
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  30. Level 3 feat: The Earth Cracks
  31. Benefit (level 1-4): Chit has [Tremorsense] out to 20 feet. (Tremorsense functions like [Ghostwise sight], but it ignores the [Invisible] condition entirely. Further, as a swift action, Chit can image the area, locating stationary objects and creatures. This allows it to make a Perception check to detect each creature in the area using the Stealth skill (DC 10 + the creature's total Stealth modifier), and also allows it to automatically detect any creatures in the area to which it does not have line of sight and which are not using Stealth, and discern the features of terrain in the area that it could not otherwise perceive with other senses.)
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  35. Fast Track (levels 0, 3, 6, 9, 12, 15, 18): Esoterica Radica II
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  37. 1st Circle – Playing it Right (EX): Any rogue learns to use a few key skills without pausing to think about them. Chit can take 10 on Acrobatics and Perception skill checks regardless of circumstances.
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  39. 2nd Circle – When to Hold (EX): When it’s time to stand its ground, Chit trusts in its uncanny luck to protect it. Twice per [Encounter] (once per circle), as an immediate action, Chit may gain a +2 bonus to its Armor Class, Fortitude, Reflex, and Will saves until the beginning of its next turn.
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  42. Medium Track (levels 1, 4, 7, 10, 13, 16, 19): Offensive Track II - Swashbuckler (Chit's Key Offensive Modifier is Dexterity)
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  44. 1st Circle – Skirmish (EX): Whenever Chit moves at least 10 feet, its next attack this [Round] deals 7 additional [Precision] damage (equal to its level plus its Key Defensive Modifier, Strength; [Precision] damage can't be dealt while benefiting from a fury bonus to attack rolls, damage rolls, or save DCs, but these fury bonuses can be suppressed -- Chit can choose at the start of its turn whether it benefits from fury bonuses or not, and the choice persists until it chooses again).
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  46. 2nd Circle – Once More! (EX): When Chit spends a standard action to make a single attack that is not part of a spell or a spell-like ability, and then moves at least 10 feet during the same [Round], it may make a single melee attack at the end of its movement. This attack, called a Once More! attack, can be made another time at the end of each additional instance of movement after moving at least 10 more feet (as many times per [Round] as half Chit's highest Swashbuckler circle). The required distance may comprise a single movement or multiple movements (such as a pair of 5-foot steps), but a Once More! attack can only be made when a movement and its associated action ends. (Once More! attacks pointedly don't count toward the global [Bonus attack] limit of one per [Round].)
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  49. Slow Track (levels 2, 5, 8, 11, 14, 17, 20): Multiclass - Battle's Tempering I (Chit's Key Defensive Modifier is Strength)
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  52. 1st Circle – Rather Quick than Dead (EX): Moving through and out of difficult terrain does not cost Chit extra movement.
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  54. 1st Circle – Gain Ground (EX): Chit can take an additional 5-foot step each [Round].
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  57. Full Buy-In Track: Iron Magi II (same speed as Medium Track, at cost of item bindings; at level 4, Chit can't bind magic items, only gaining the ability to bind a Lesser item at level 6, a Greater item at level 11, and a Relic at level 17; other 4th-level characters can already bind two Lesser items and will eventually be able to bind five Lesser items, four Greater items, two Relics and an Artifact)
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  59. 1st Circle – A Cadence of Blows (EX): From the Tempo comes the simplest Chain finisher, which trades immediate opportunities for a long-term advantage by throwing an opponent off balance. Chit builds a Chain that has 0 Links at the start of each [Encounter], and it adds a link with each successful melee attack it makes. As a swift action, Chit can consume all of the Links in its Chain (minimum 1) to safely [Teleport] up to 5 feet per Link consumed and gain a +1 bonus to attack rolls against a single opponent within [Melee] range and a +1 bonus to AC. Alternately, Chit can use this ability as a Chain Component once per [Round], replacing one basic melee attack in its attack action to add a Link to its Chain, as well as gaining the bonus on attack rolls and to AC described above. These bonuses stack twice at 1st circle. They stack three times at 3rd circle, four times at 5th circle, and five times at 7th circle.
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  61. 2nd Circle – Howl of the North Wind (SU): This explosion of the biting and arctic first wind can be activated as a Chain finisher that requires at least one Link in Chit's Chain. As a swift action, Chit can consume all of the Links in its Chain (minimum 1) to safely [Teleport] up to 5 feet per Link consumed and create a 30-foot-radius spread originating from itself, which deals 4 magical damage (equal to its level) to all opponents in the area and renders them [Blown away] or [Prone], at its choice. A successful Reflex save (DC 16; KOM-based) negates the [Blown away] or [Prone] conditions.
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