Pirate

Alcide Vespa's page

1 post. Alias of Xan Nes.


Full Name

Alcide Vespa

Race

Human

Classes/Levels

Rogue 7

Gender

Male

Age

24

Alignment

LN

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 13
Charisma 14

About Alcide Vespa

crunch:

Alcide Vespa
Male Human Rogue 7
LN Medium humanoid (human)
Init +8; Senses Perception +11 (+13 to avoid Surprise)
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Defense
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AC 14 (16 v Traps), touch 14, flat-footed 10 (+4 Dex)
hp 70 (7d8+14)
Fort +4, Ref +9 (+11 v Traps), Will +4
Defensive Abilities
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Offense
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Speed 30 ft, Swim 10 ft (DC 15 or lower)
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Statistics
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Str 10, Dex 18, Con 14, Int 12, Wis 13, Cha 14
Base Atk +5; CMB +5; CMD 19
Feats Leadership, Unforgotten, Combat Reflexes, Dodge, Improved Initiative, Quick Draw
Traits Brigand, Natural Born Leader
Skills: Acrobatics +14, Climb +10, Diplomacy +12 (+13 v bandits), Disable Device +14, Intimidate +12 (+13 v Bandits), Knowledge (Geography) +8, Knowledge (Local) +11, Linguistics +11 (7 ranks), Perception +11, Profession (Privateer) +11, Sleight of Hand +14, Stealth +14, Swim +10
Languages Common, Sylvan, Aklo, Elven, Dwarven, Giant, Gnoll, Aquan, Goblin
SQ
Combat Gear Adamantine Chain Shirt, +1 Rapier, Daredevil boots, amulet of natural armor +1, cloak of resistance +1, alchemists fire *5, Buffering Cap, Deathwatch Eyes, 10 Potions of Cure Light Wounds

Other Gear Ioun Torch, Masterwork Theives tools, Travelers Outfit, Glowing Glove, Parrot, Small Cage, 100 days of feed, Horse Heavy *12, Carriage*4, Wagon *2, Spy Glass
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Special Abilities
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Sneak attack +4d6

Trap finding +3

Finesse Training- Rapier

Evasion

Danger Sense +2

Debilitating Injury

Uncanny Dodge

Rogue's Edge- Swim

Rogue Talents:
Bleeding Attack
Fast Stealth
Hold Breath


Special Abilities Descriptions:

Sneak Attack: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Rogue Talents:As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Hold Breath (Ex): A rogue with this talent doubles the amount of time she can hold her breath.

Story Feat:

UNFORGOTTEN (STORY)
You search for a person dear to you—lost, but you pray not dead.

Prerequisite: You must have a close relative, spouse, or other person dear to your heart who never returned from a journey, was captured, or otherwise vanished with little trace, or you have the Major Disaster background.

Benefit: Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal damage. You also gain a +1 bonus on Will saves.

Goal: Find your lost loved one alive, and in the process, decisively defeat a challenging foe who kept you apart.

Completion Benefit: You gain a +1 bonus on all saving throws, replacing the +1 bonus on Will saves. If you find your loved one dead, you lose all benefits from this feat until you put the body and possibly soul to proper rest. Putting the body to rest restores the completion benefit, but you don't regain the ability to reduce nonlethal damage.