Adventurer

Alexis Von Brant's page

578 posts. Alias of Deaths Adorable Apprentice.


Full Name

Alexis Von Brant

Gender

F

Size

med

Age

14

Alignment

CG

Strength 13
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 8
Charisma 12

About Alexis Von Brant

Standing at 5 ft Alexis is a thin girl of around 14. Darker skin than the traditional Taldans. Alexis has never been a stunning beauty with her to thin features but her eyes are the color of honey. Her thick dark hair is moderately taken care of, in that she keeps it braided and remembers to rebraid it once a month. She keeps a brass ring in her hair. It was one of the few things she had left from the couple that raised her.
Silvery rings line her ears, there is one on her brow and another on her nose. Her left shoulder is dominated by a swirling red tattoo that has a partially shrouded face on her shoulder blade, the symbol of the Grim gang.

Alexis von Brant Female Human Roof Runner Rouge lvl 1
CG Medium humanoid Perception +3 Init +2
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+1armor, +2 Dex,)
hp: 9 [d8]
Fort+1 (+1 mod, +0 class), (roll twice when saving against disease, taking the better roll)
Ref+4 (+2 mod, +2 class),
Will +2 (-1 mod, +3 class)
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OFFENSE
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Spd 30ft
Melee dagger +1 (1d4+1 19-20x2), Quarterstaff +1 (1d6+1) rapier (1d6 18-20x2)
Ranged dagger +2 (1d4+1 19-20x2 10ft)
Special Attacks sneak attack 1d6
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STATISTICS
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Str 13, Dex 14, Con 12, Int 16 , Wis 8, Cha 12
Base Atk +0; CMB +1 CMD 13
Feats: Quick Draw, Skill focus (acrobatics)
Traits: Orphaned
You grew up separated from your birth parents, and had to learn to watch out for yourself.
Benefits: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Ciderwright:
Wicken’s copious crop of apples always appeared in late summer or early autumn, and you became an expert at climbing the orchards to retrieve the choicest fruit. Working under the guidance of the local brewer, Tully Redmane, you also mastered the art of cider-making. Benefits: You gain a +2 bonus on Climb and Profession (brewer) checks, and both are class skills for you.

Skills 8+int = 12 per level
ranks + modifier + class + racial + trait = total
Acrobatics (Dex) +2 ranks, +2 modifier, +3 class, +3 feat = 10
Appraise (Int)
Bluff (Cha) +1 ranks, +1 modifier, +3 class =5
Climb (Str) +1 ranks, +1 modifier, +2 trait, +3 class = 7
Craft (Int)
Diplomacy (Cha) +1 ranks, +1 modifier, +3 class =5
Disable Device (Dex)+1 ranks, +2 modifier, +3 class =6
Disguise (Cha)
Escape Artist (Dex) +1 ranks, +2 modifier, +3 class =6
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int) +2 ranks, +3 modifier, +3 class =8
Linguistics (Int) + ranks, +3 modifier, +3 class =
Perception (Wis) +1 ranks, -1 modifier, +3 class =3
Perform Violin (Cha) *+1 ranks, +1 modifier, +3 class =5
Profession (brewer)(Wis), +1 rank, -1 mid, +3 class = 3
Sense Motive (Wis) +1 ranks, -1 modifier, +3 class =3
Sleight of Hand (Dex) *+1 ranks, +2 modifier, +3 class =6
Stealth(Dex) +1 ranks, +2 modifier, +3 class, +2 racial = 9
Survival (wis) +1 ranks, -1 modifier, +3 class, +1 trait =4 (+ 4 racial in urban & underground)
Swim (Str)
Use Magic Device (Cha).

Languages Common,
Coin: 198 gp, 2sp, 6cp
Combat Gear: 6gp dagger hollow pommel, quarter staff, 25gp rapier hollow pommel, Reinforced tunic 1gp (+1[+2 vs confimering crits] +5 dex, +0 penalty)

Other Gear
x3twine (50ft 3cp), candle stick 1cp,
x10 chalk 1sp, x10 candle 1sp, blanket 5sp
grappling hook 1gp, x2 Bandolier 1gp(),crowbar 2gp, x10 piton 1gp, spring loaded wrist sheath 5gp, 20gp tattoo of a red swirl around a partially shrouded face on her left shoulder, earrings nose and brow ring 8gp, brass ring in her hair 1gp
Cooking Kit3 gp This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Gear Maintenance Kit 5gp This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Bard’s Kit 41 gp This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Common Thieves’Tools30 gp
Glass Cutter5 gpThis small metal rod has a tiny sharp wheel on one end and a bulb on the other. You score the glass with the wheel and tap it with the bulb to break it. If you succeed at a DC 15 Sleight of Hand check, you can break the glass very quietly (DC 15 Perception check to hear). Most thieves use glue paper with a glass cutter to reduce noise and capture glass fragments
Explorer’s Outfit: scuffed leather boots with leather breeches secured with a dark leather belt. A dark blue billowly shirt with a snug dirty grey looking vest made of woven cotton. Nice, though slightly large leather gloves and a dark black cloak. A bright green and yellow scarf is wrapped around her neck.
Burglar’s Outfit 5 gp: This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.
comfy clothing
Kinda nice dress
Grooming Kit 1 gp This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Background:

Alexis von Brant is sure she was born in the slums Grandbridge Vagabond Camp and is not wrong. Her mother died in childbirth and she was taken in by an older man named Alex and his wife named Breanna. They raised her until she was five when during a riot they were separated. Alexis never managed to find them after that, their little hovel had been burned down. That was when she decided to go into the actual city. It was shortly after this when she took the name Alexis von Brant to honor her parents.
Alexis quickly learned that the city was a horrible place. Those with money have no concern for the less fortunate and those who live on the streets are even more vicious. So she found safety on the rooftops of the grand city of Oppara. But there was a way to find safety and that was with the roving gangs. Children were always a favorite among the thieving gang called Grim and once they spotted a young girl they claimed her. Not that the young child minded there were other children there and a sort of sense of family.
The Grim taught Alexis how to move within the shadow and how to open locks. Her small size allowed her move unseen easier than the taller members. Hence the large amount of children in the group. Over the years she managed to not only gather trinkets for the Grim but gather a few for herself. A pretty dagger with a hollow pommel under a bears head she took off someone's table at a tavern. She spent the five gold pieces to get a wrist sheath that is spring loaded to hid the dagger under her clothing. A ugly and heavily scuffed rapier that needed repair on the hollow pommel that she nicked off of a drunk man passed out in the streets. But her prized possession is a old beaten up violin, one of the few things she paid for herself. There is a strong desire to make something beautiful and she is slowly learning by ear.
Alexis left the Grim and Oppara after getting one of the Grim arrested. This fight was caused because Alexis was nearly caught pick pocketing by a guard. That lead to a long chase and one of the less nimble members of the Grim being arrested. Fearing that the Grim would turn on her she raced off to her corner on the rooftops to gather her things and flee the city. Trailing behind a caravan of merchants.

human:

• Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat
• Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.

Roof Runner Rouge:

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
See Precision Damage & Critical Hits FAQ for more information.
Roof Running (Ex)
At 1st level, a roof runner becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throwagainst 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.
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.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
• A complete listing of rogue talents can be found here: Rogue Talents
Tumbling Descent (Ex)
At 2nd level, a roof runner can use her Acrobatics skill to attempt a rapid descent from a rooftop or another surface, ricocheting against another surface and then diving through an opening (such as a balcony or window) directly below. So long as she has at least two surfaces no farther than 10 feet apart to bounce against, she can ricochet her body back from one to the next, descending great distances with a single check. The DC is 10 + 5 for every additional 10-foot increment descended beyond the initial 10 feet dropped. If she fails, she falls the full distance.
This ability replaces trap sense.
Uncanny Dodge (Ex)
Starting 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 Dex 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 (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talents
At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
• A complete listing of advanced rogue talents can be found here: Rogue Advanced Talents