Caroliss Minerran

Alexa Dorne's page

1,026 posts. Alias of Dragoncat.


Full Name

Alexa Dorne

Race

Aasimar (Emberkin)

Classes/Levels

Rogue (Unchained) 7/Tier 2 Trickster|HP: 60/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Gender

Hero Points: 0|Myth Power: 6/7|DR: 2/Evil|Female

Size

Medium (5'3", 125 lbs)

Age

29

Special Abilities

DR 2/Evil instead of a Spell-Like Ability

Alignment

NG

Deity

Shelyn

Location

Kenabres, On the Border of the Worldwound

Languages

Common, Celestial, Elven, Dwarven, Draconic, Abyssal, Infernal, Aklo, Hallit, Sylvan

Occupation

Artist/Scout/Spy

Homepage URL

Alexa's Portrait!

Strength 10
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 13
Charisma 18

About Alexa Dorne

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Statblock
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Alexa Dorne
Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster
NG Medium Outsider (Native)
Init +3; Senses Darkvision 60 ft; Perception +11
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Defense
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AC 17, touch 12, flat-footed 15 (+2 DEX, +5 Armour)
hp 60 (7d8+7+5 *Mythic* +5 *Boon*)
Fort +3, Ref +7, Will +5 (+7 vs. compulsion, +7 vs. insanity/confusion)
Defensive Abilities DR 2/evil, Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5
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Offense
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Speed 30 ft
Melee +8 +1 Cold Iron Gladius (1d6+3/19-20/x2)
+6 Cestus (1d4/x2)
Ranged +7/+8 30 ft. Shortbow (1d6/x3)
Special Attacks Sneak Attack (+4d6)
Spells Known

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Statistics
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STR 10, DEX 15, CON 12, INT 16, WIS 13, CHA 18
Base Atk +5; CMB +5; CMD 17
Feats Weapon Finesse, Iron Will, Additional Traits, Deceitful, Point-Blank Shot *Boon*, Precise Shot
Mythic Feats Mythic Iron Will
Traits Chance Encounter, Resilient, Birthmark of Shelyn, Suspicious
Skills +12 Acrobatics, +16 Bluff, +13 Craft (Paintings), +14 Diplomacy, +12 Disable Device, +15 Disguise, +11 Escape Artist, +6 Knowledge (Arcana), +9 Knowledge (Local), +8 Knowledge (Planes), +12 Linguistics, +11 Perception, +5 Profession (Soldier), +11 Sense Motive, +11 Sleight of Hand, +7 Spellcraft, +14 Stealth (Boon)
Languages Common, Celestial, Elven, Dwarven, Draconic, Abyssal, Aklo, Infernal, Sylvan, Giant
SQ Variant Ability, Skilled (Knowledge *Planes* & Spellcraft), Trapfinding, Sneak Attack (+3d6), Finesse Training (Shortsword), Darkvision, Evasion, Danger Sense +1, Debilitating Injury (Bewildered), Uncanny Dodge, Rogue's Edge (Perception), Shades of Grey, Quick Disguise, Surprise Attack
Combat Gear Mwk Cold Iron Gladius, Cestus, Shortbow, 17 Arrows
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Special Abilities
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Racial Traits:
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.

Class Features:
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’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 power 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 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.

(Rogue Talent) Surprise Attack: During the surprise round, a rogue with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.

Unique Ability:
Warm Shield: You are surrounded by small yellow flames. The flames are warm to the touch and bright as a torch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. You cannot turn off the light, but if you are covered with clothes or a cloak they are hidden.

Usable 3 times/day, for 1 round/level each time.

Mythic Abilities!:
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Trickster Attack:
Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Path Abilities:
Display of Charisma (Su): As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.

Titan's Bane (Ex): You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.


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Background
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Abridged Background:
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…

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Description & Personality
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Before you stands a small, black-haired woman in her late twenties, her hardened, smoky grey eyes sizing you up and her thin lips pressed into a grim line. Her hair is tied back in a neat ponytail, though it seems to twitch about of its own accord. The tips of her hair seem to be glowing a slightly reddish colour. Her fair skin seems to glow like embers in the morning light. Her clothes are black, and kept neat at all times. A short sword is at her side, as well as a thick book.

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.

Alexa's Loyalties

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.
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Traits & Drawback
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(Campaign) Chance Encounter: Alexa ventured into the Worldwound to bring her younger brother Miles home, and likely would not have succeeded in her task if she hadn’t met the strange Desnan woman who led her and her brother home. She’s picked up a couple of tricks for keeping out of trouble from her by watching her evade demons & cultists time and time again. Once per day, Alexa can reroll an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check as a free action if she failed the original check. She must take the second result, even if it’s worse.

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.

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Skill Breakdown
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—7 Acrobatics
—7 Bluff
—7 Diplomacy
—7 Disable Device
—6 Disguise
—6 Escape Artist
—3 Knowledge (Arcana)
—2 Knowledge (Local)
—3 Knowledge (Planes)
—7 Perception
—7 Sense Motive
—6 Sleight of Hand
—2 Spellcraft
—7 Stealth

Background Skills
--7 Craft (Paintings)
--6 Linguistics (Abyssal, Infernal, Aklo, Hallit, Sylvan, Giant)
--1 Profession (Soldier)

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Gear
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+1 Chain Shirt: 1250 GP
Short Sword: 10 GP
Shortbow: 30 GP
19 Arrows: 1 GP
Soldier’s Uniform: 1 GP
Scholar’s Outfit: Free
Cestus: 5 GP
Grooming Kit: 1 GP
Mess Kit: 2 SP
10x Night Tea: 1 GP
Common Thieves’ Tools: 30 GP
5x Trail Rations:
Flint & Steel: 1 GP
Backpack: 2 GP
Bedroll: 5 SP
Waterskin: 1 GP
Belt Pouch: 1 GP
Spell Component Pouch: 5 GP
Blank Journal: 10 GP
Inkpen: 1 SP
Ink: 8 GP
Copper Bat-on-Mushroom Broach
Terendelev's Levitation Scale
2 Bottles of Fine Wine
Righteous Medal of Agility (+1 sacred bonus to Initiative)
Righteous Medal of Clarity (+2 to saves vs. insanity/confusion)

Money: 343.48 GP

Carrying Capacity:

Current Load:

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Magical Items
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