About Alexa Dorne
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Variant Ability: Alexa gains DR 2/evil. This replaces the spell-like ability trait.
Skilled: An emberkin aasimar gains a +2 bonus to Knowledge (Planes) & Spellcraft checks.
Darkvision: An aasimar gains Darkvision to a distance of 60 feet.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
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. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
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 (Short Sword) 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.
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).
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.
(Rogue Talent) Shades of Grey (Ex): A rogue with this talent uses mental and emotional tricks to protect herself from attempts to discern her alignment. This offers her the benefits of undetectable alignment whenever she chooses, though she must be conscious to maintain the effect.
(Rogue Talent) Quick Disguise (Ex): A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill.
The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Alexa came to Kenabres with her family when her town was destroyed by demonic agents. She was conscripted into the ranks of the templars--specifically, the Witch-Hunters--and trained as a scout and spy. After a harrowing journey into the Worldwound to rescue her brother Miles, Alexa is currently entertaining thoughts of deserting the Templars and trying to convince her family to leave for elsewhere.
My name is Alexa Dorne. I’m the only aasimar in my large family.
The circumstances of my birth were strange by our town’s standards—when I was born, the midwife noticed that my skin was glowing like embers, and that there was a strange birthmark on my shoulder. The midwife claimed that I was a blessed child, a portent that our town would grow, prosper, and be spared from the predations of the demons from the Worldwound. I looked enough like my parents that no accusations of infidelity were cast about by the townsfolk, but for the years to come I was treated more as a curiosity than as a person. Part of me always wanted to lash out at them and try to make their lives miserable…
My hometown was a small one, a little blot that you wouldn’t even find on a map. My parents were artisans—carpenters, in fact. Mother’s specialty was doing decorative wood carvings for the town’s small church of Shelyn, and Father just carved pieces of furniture to sell. At the time, I had one older brother, Kelvim, who followed Father into the carpentry business. We had a good life in the town of Greenleaf.
…well, that is until agents of the demonic hordes attacked and burned it to the ground. I was but twelve winters old then.
We managed to escape with our lives, but not all of our friends made it. Such was the risk of living on the border of the Worldwound—those of weak minds & character are quite appealing to the legions of the damned. They’re easily swayed by false promises of power, and I wouldn’t be surprised to hear of such traitorous men being rewarded as they deserved.
But I digress. My family sought refuge in the city of Kenabres, and we were allowed in on one condition. The divinations of Prelate Hulrun allowed them to learn who I really was: a child of the heavens themselves. The templars all but demanded that I enter their service in defense of their city.
And so it was that I became a soldier, scout & spy in the templars’ service. I didn’t have the muscle necessary to swing a blade on the front lines, but I had a keen mind, quick fingers, and a certain charm that drew men and women alike to my side. As I grew into a woman, I learned many things—how to remain unseen, how to stay alert, and even the names of the many extraplanar beasts that assail the city’s walls. My talents were put to use ferreting out potential witches and traitors to the Crusade. During my off-hours (and even when I was supposed to be taking more combat lessons), I stole away into the libraries of Kenabres to learn more than the templars were willing to teach, wrote letters to my family back home and visited them whenever I could.
We welcomed two new additions to the family while I was in training: two little boys. Wilhem & Miles. Both of whom wished to follow their own paths in life—Wilhem wished to become an artist, bless him. His was a career I wanted to have before everything went wrong. Miles, however, was raised on stories of my hard work and service, and looked up to me very much. He wanted to be a hero.
So imagine my surprise and terror when I witnessed him running off into the Worldwound one day. I immediately gave chase—what else was I supposed to do? My superiours would have forbidden me from going after him, but… well, if they did, I’d have gone anyway.
I managed to catch up to him after a day of following him, and we began our trek back to the city. Unfortunately, a wave of demonic attackers began to lay siege to Kenabres, cutting off our escape route. I was convinced we were both going to die behind enemy lines…
…when she appeared. A strange woman with a bow, clutching a holy symbol of Desna to her chest. Without even saying a word to me, she beckoned the two of us to follow her.
I don’t know how long we followed her through the Worldwound. But at every turn, when we strayed onto the path of demons or their cultists, she hid us from sight. When we sought shelter from the elements, she would find us some. We weren't even the only ones trapped behind enemy lines--we were joined by a strange half-elven lady, with silvery hair and dark skin.
Eventually, the siege on Kenabres was broken, and she left us in the care of a passing crusader patrol. I never even learned her name, but her presence had left quite an impression on me. She went out of her way to help a trio of strangers, one a foolish child, another a Templar catspaw, and a young woman who was born far from the sun; she showed more decency in one week than many of the Templars had in years. It was enough for me to consider leaving the Templars, but for the time being, I'm remaining with them.
Today is Armasse, and this is the first time in years that Miles has been willing to leave our home to enjoy life for a while. I’m coming along to keep him out of trouble, and Mother & Father are taking Kelvim & Wilhem out somewhere else. I’m starting to have a bad feeling about today…
Being one of the older children of the Dorne family has impressed upon Alexa the need to be a good role model for her younger siblings, and the discipline enforced upon her by the Templars of Kenabres has done much to quell the sense of humour she once had. Though she rarely jokes, her devotion to her loved ones is without question. On the rare occasions where she doesn't have any pressing concerns, she can be seen sketching some drawing or other in one of the books she carries everywhere with her; everyone in her family has some artistic skill, and hers is capturing scenes in sketch or paint.
1. Family. Having been raised in a small, closely-knit town, Alexa's strongest loyalty is to her kin. The welfare of her father, mother and siblings is quite important to her... perhaps more so than the Templars would be comfortable with.
2. Shelyn. Alexa's family and former hometown were very much devoted to the worship of the Eternal Rose, and said worship is something Alexa takes seriously. She tries to make a sketch of something every day as a show of her love for her goddess.
3. The Templars of Kenabres. Alexa's loyalty to the Templars isn't so much out of love for them, but of a need to keep her family safe. Ever since she was conscripted, she's harboured resentment for them and tends to entertain thoughts of deserting them--and her mysterious rescuer's actions have done little to put an end to them.
Associated Path: Trickster!
(Combat) Resilient: Alexa’s training under the Templars has toughened her up, and her excursion through the demon-corrupted Worldwound tested her resilience greatly. As a result of everything she’s endured, Alexa gains a +1 bonus to Fortitude Saves.
(Faith) Birthmark: Alexa was born with a strange birthmark on her shoulder in the shape of Shelyn’s holy symbol. This birthmark, coupled with her upbringing in a family devoted to Shelyn, has helped her devote herself to the Eternal Rose. Alexa gains a +2 bonus vs. Charm & Compulsion effects.
(Social) Suspicious: The Templars of Kenabres taught Alexa to have a sense of paranoia about her, and employed her in searching for potential traitors to the Crusades. Alexa gains a +1 bonus to Sense Motive rolls, and Sense Motive is always a class skill for her.
Money: 21.3 GP
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