Clanartus Viliras

Alexius Brune's page

62 posts. Alias of Fenris105.


Full Name

Alexius (Alex) Brune

Race

Fetchling | 15/15 HP | AC 16 T 13 F 13 | init +3 |percep +6 Dark vision 70ft | 30ft | CMB +0 | CMD 13 | 1/6/2 |

Classes/Levels

UC Rogue 1| Melee Rapier +4 1d6+0 Range Shortbow +4 1d6+3

Gender

Male

Size

5'10" med

Age

26

Alignment

CG

Deity

Calistria

Languages

Common, Infernal, Draconic

Occupation

Thief

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 12
Charisma 15

About Alexius Brune

Male Fetchling (Bound to Here, Umbral Escort) UC Rogue (Shadow Walker)
CG Medium Outsider (Native)/Humanoid (Human)
Init +3; Perception +5 (Dark Vision 70ft)
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Defense
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HP 15; CMD 13
AC 16; Touch 13; Flat 13
Fort +1; Ref +6; Will +2 (+2 to divination)
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Offense
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Speed 30 ft.
BAB +1; CMB +1
Melee; Rapier +4 1d6+0 18/20 2X
Dagger +4 1d4+0 19/20 2X
Ranged; Short bow +4 1d6+3 3X

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Statistics
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Str 10 (+0); Dex 16 (+3); Con 12 (+1); Int 14 (+2); Wis 12 (+1); Cha 15 (+2)
Skills
Acrobatics +8 (2rk, +3 Class, +3 Dex,)
Bluff +7 (2rk, +3 Class, +2 Cha)
Climb +5 (2rk, +3 Class, +0 Str)
Diplomacy +7 (2rk, +3 Class, +2 Cha)
Disable Device +9 (2rk, +3 Class, +3 Dex, +1 Trait)
Disguise +7 (2rk, +3 Class, +2 Cha)
Escape Artist +8 (2rk, +3 Class, +3 Dex)
Knowledge Local +8 (2rk, +3 Class, +2 Int, +1 Trait)
Perception +6 (2rk, +3 Class, +1 Wis)
Sense Motive +6 (2rk, +3 Class, +1 Wis)
Stealth +10 (2rk, +3 Class, +3 Dex, +2 Race)

Background Skills
Appraise +7 (2rk, +3 Class, +2 Int)
Slight of Hand +8 (2rk, +3 Class, +3 Dex)

Feats
Light Armor Proficiency (Class Bonus)
Simple Weapon Proficiency (Class Bonus)
Weapon Finesse (class Bonus)
Evasion (class bonus)
Point Blank Shot

Languages Common, Infernal, Draconic

Combat Gear Studded Leather, Rapier, dagger, Shortbow.
Other Gear Rogue's kit (backpack, bedroll, belt pouch, caltrops chalk, flint & steel, grappling hook, mess kit, mirror, pitons(10), rope, soap, thieves' tools, rations (5), waterskin), reversible cloak, mask, glass cutter, wax key blank, entertainers kit, Disguise kit, seal wax.
53gp -sp -cp

Gala Gear: courtier's outfit, Studded leather, rapier, belt pouch, dagger(hidden), caltrops(hidden), smoke pellets X2(hidden), liquid blade(hidden), Thieves tools(hidden), glass cutter(hidden, seal wax, chalk, mirror, Bottle of fine Brandy, unknown wand,

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Racial Abilities
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Dark Vision 60ft
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled: +2 Stealth
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice.

Bound to Here: Some fetchlings are from families that have fearfully avoided the Shadow Plane, living on the Material Plane for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait.
Umbral Escort: Some fetchlings descend from talented planar travelers who dwelled in the dark places between worlds and could conduct others across the planes. A fetchling with this racial trait loses the disguise self spell-like ability, but his shadow walk and plane shift spell-like abilities need not affect himself only. This racial trait replaces the low-light vision racial trait and modifies the spell-like abilities racial trait
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Special Abilities
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Sneak attack 1d6
Expanded sight +10ft
Finesse training
Evasion

Rogue talents
Umbral gear

Rogue abilities:

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.
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.
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 unchained rogue talents can be found here: Unchained Rogue Talents
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.


Shadow walker abilities:

Expanded Sight (Su)
At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet.
When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.
Illumination Control (Sp)
At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will.
She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.
This ability replaces the rogue talent gained at 2nd level and trap sense.
Favored Illumination (Su)
At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level.
When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level).
Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.
This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.

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Other Statistics
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Favored Class: UC Rogue (+1 hp, +0 skill pt)
Trait:Young Reformer:

description:
Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class. You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

Trait: Carefully Hidden; +1 bonus to Will saves and a +2 bonus to saving throws versus divination effects.
Trait: Armor Expert; Reduce your armor check penalty by 1
Drawback: betrayed
Money: 297 gp, 0 sp, 0 cp
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Tracked Resources
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Rations 5/5
Arrows 20/20

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Physical Description
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Alex is a thin and somewhat frail looking man in his mid-twenties, he has a pale complexion and shoulder length silvery grey hair. He stands at just over five and a half feet. Despite being somewhat paler than usual and appearing a bit frail Alex could easily pass himself off as a human. Despite looking frail at first glance Alex is in quite good shape, his baggy cloths hiding lithe and corded muscles.

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Background
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Alex was born to a small family living the slums of Oparra. Alex's family has a history of magic users in it, specifically those who use the shadow plane as a convenient escape route. This history of magic and exposure to the shadow plane has shown itself in Alex's Fetchling status.
It took both Alex and his parents many years to even realise he was a fetchling. Up until he was 10 Alex believed he was an ordinary human, while his parents believed he was simply adept at stealth and perhaps shadow touched. It wasn't until a traveling wizard met Alex by chance that they discovered just how unique he was.
Alex spent the next few years experimenting with his abilities, reveling in the freedom they gave him and how easily he could slip into shadows. However life wasn't all good, for while Alex was excited about his unique status his parents were worried and he soon discovered why.
Alex knew that racial bias was common in Taldor but it wasn't until he first told someone that he was a Fetchling that he experienced it. Alex's childhood friend shunned him almost immediately, and Alex's parents warned him that he shouldn't tell others what he was or he would be shunned by all of society.
Despite his parents warnings Alex was proud of his heratige and didn't normally hide it. This lead to Alex being ostracized by many throughout the capital until he only really felt at home and accepted in one place, the temple of Calistria. The temple was also where Alex began to learn to be a thief.
One day Alex returned home to find it abandoned and his parents gone, having nowhere else to go he decided to stay at the temple and earn his way the best he knew how, theft. Alex would spend his days putting on little shows in the streets while listening and watching. At night Alex would sneak into homes that he had staked out during the day, always ones belonging to those who were cruel, treated servants badly, etc. Eventually he began to get a bit of a reputation in the thieves guild, The Fool they'd call him, as a compliment more then an insult.
One day Alex was contacted to hit a house and steal a set of documents, this job eventually connected Alex to those trying to reform the country and he's been assisting them on occasion ever since.