Count Lucinean Galdana

Alezandaru Skenec's page

51 posts. Organized Play character for PDB.


Full Name

Alezandaru "Greenblade" Skenec

Classes/Levels

Human:
NG male human vigilante 2 | Speed 30 ft | AC 19, T 15 FF 14 | hp 17/17 | Fort +2, Ref +7, Will +4 | Init +6 | Percep +6 | CMD 16 | Conditions: none

Alignment

TN (Social), NG (Vigilante)

Deity

Erastil

Languages

Common

Occupation

Varisian Guide

About Alezandaru Skenec

Dual Identity:
TN Medium Humanoid (human), Alezandaru Skenec, Varisian Expert/2
NG Medium Humanoid (human), The Greenblade, Vigilante/2
Speed 30'

Build:

Init +6; Senses Perception +6

DEFENSE
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 17 (2d8+4)
Fort +2, Ref +7, Will +4;
Defensive Abilities:

OFFENSE
Speed 30 ft.
Melee masterwork rapier +7 (1d6+3/18–20)
Melee sap (nonlethal) +6 (1d6+2/x2)
Ranged masterwork composite longbow STR+2 +8 (1d8+2/x3) (within 30')
Ranged dagger +7 (1d4+2/x2) (within 30')
Special Attacks

STATISTICS
Str 15, Dex 18, Con 14, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +4; CMD 16
Feats Point Blank Shot, Precise Shot, Weapon Finesse*
Skills (8/level) Acrobatics +9, Appraise, Bluff, Climb, Craft, Diplomacy +3, Disable Device +8, Disguise +3, Escape Artist +9, Intimidate, K(Dungeoneering) +4, K(Engineering) +4, K(Local) +4, K(Nobility) +4, Perception +6, Perform, Profession, Ride, Sense Motive +5
Armor Check Penalty 0
Traits Deadeye Bowman (erastil, religion), Reactionary
Languages Common
SQ social grace (bluff, diplomacy), lethal grace
Combat Gear potion of cure light wounds (50gp), oil of magic weapon (50gp), alchemist's fire(2) (40gp), smokestick(2) (40gp) (40gp), antiplague (50gp), potion of delay poison (50gp), wand of cure light wounds(50) (2PA)
Other Gear masterwork rapier (320gp), masterwork composite longbow STR+2 (550gp), dagger (2gp), chain shirt (100gp), buckler (5gp), 20 arrows (1gp), 20 cold-iron arrows (2gp), 20 blunt arrows (2gp)
backpack (2gp), hooded lantern (7gp), oil(5) (5gp), flint and steel (1gp), whetstone (2cp), 50' hemp rope (1gp), bedroll (1sp), bell (1gp), signal whistle (8sp), waterskin (1gp), sap (1gp), waterproof bag (5sp)
Transport mule (8gp), saddlebags (4gp), bit and bridle (2gp), feed(4) (2sp)
net (20gp), alchemical silver gladius (26gp), sickle (6gp), bread(4) (8cp), cheese(4) (4sp), meat(4) (12sp), 4lbs flour (8cp), 1 lb coffee beans (5cp), powdered milk (1sp), jug(4) (12cp), pot (8sp), grappling hook (1gp), 50' hemp rope(3) (3gp), mess kit (2sp)
203gp
4sp
3cp

SPECIAL ABILITIES
Deadeye Bowman (Trait): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

Background:
I never used to be like this. It was very unlikely I was to ever see the outside of a pile of dirt if I can be totally honest. My parent's farm was plain, and they raised me well. But disease isn't something you can reason with, and it took them from me before I really understood. I remembered the feeling of having a family, and that stuck with me.

Orphanage, many brothers, followed next. I fought, of course. Everyone did back then to eat, sleep, and claim your corner of the bunkhouse. Eventually we fought in the streets, and then when I was arrested on a trumped up charge of murder I fought in the pit. Not that I had much choice. It was the hunter that pulled me out, and got me out permanent. New identity and essentially a new face. He was, and is I suppose, a ranger of some sort.

For now I have joined the pathfinder society in my guise as The Greenblade, and have learned to establish the simplest of covers as a guide, squire, or other kind of everyman. I'll tell you more as I figure the rest out. In polite society I may carry a couple of knives, and no one seems to look twice at a dress-rapier with an ornate hilt. Part of my disguise is to alter the look of the weapon itself and apply a sheen of colour to the blade.

level 1 build:

Offense:
Melee Rapier +2 (1d6+1/18-20x2)
Melee Gauntlet, Spiked +2 (1d4+1/20x2)
Melee Mace, Light +2 (1d6+1/20x2)
Melee Sap +2 (1d6+1/20x2 non-lethal)
Ranged Shortbow +4 (1d6/20x3) 60'
Ranged Shortbow, Deadly Aim +3 (1d6+2/20x3) 60'

STATISTICS:
STR 12, DEX 17, CON 12, INT 12, WIS 12, CHA 14
BAB +1, CMB +2; CMD +15 (1 BAB, 1 str, 3 dex)
Feats: Toughness, Deadly Aim
Skills: acrobatics +7, bluff +6 (+10 social grace), diplomacy +6, disable device +8, disguise +6, perception +5, sense motive +5, stealth +7, use magic device +6
Traits: Trap Finder, Reactionary
Languages: Common, Infernal

Weapons and Armor (36lbs)
Studded Leather Armor (25gp|20lbs)
Buckler (5gp|5lbs)
Rapier (10gp|2lbs)
Gauntlets, Spiked (5gp|1lbs)
2x Dagger (4gp, 2lbs)
Shortbow (20x Arrow, 20x Blunt Arrow) (30gp|2lbs, 1gp|1lbs, 2gp|1lbs)
Sap (1gp|2lbs)

Adventuring Gear - Backpack (8lbs)
Backpack, Common (2gp|2lbs)
2xRations, Trail/Day (2gp|2lbs)
Thieves Tools (30 gp)
Lantern, Hooded (7gp|2lbs)
2xOil, Lamp (2sp|2lbs)
Flint and Steel (1gp)

Money and Wealth: gp: 27, sp: 8
Encumberance: 44 lbs
Carrying Capacity: 43|86|130 at STR:12

Class Abilities, Vigilante: Dual Identity (ex), Seamless Guise (ex)
Vigilante Specialization: Avenger
Social Talents: Social Grace (Bluff+4)
Vigilante Talents: None
Toughness (Ex): You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Deadly Aim (Ex): You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Sessions:

Module (3xp) - Crypt of the Everflame - 1,398gp

Leveling:

Feats:
1 Point Blank Shot
H Precise Shot
3 Deadly aim
5 Rapid Shot
7 Clustered Shots
9 Iron Will
11 Manyshot

Social Talents:
1 Social grace (bluff, intimidate)
3 Reknown
5 Many Guises
7 Mockingbird
9 Quick Change

Vigilante Talents:
2 Lethal Grace
4 Shield of Blades
6 Unexpected Strike
8 Shield of Fury