Madame Ivanja

Althea Valentyn's page

207 posts. Organized Play character for Khouri P..


Full Name

Althea Valentyn

Race

| HP:33/33 (-7 NL) | AC:18(/22 AoO), T14(/18 AoO), FF14 | CMD:14, FF10 | Saves:F2/R7*/W2 | Init:3 | Perc:13(/15 trap or foe) | SM:11 | Speed 30ft | Sneak Attack:3d6 | Inspired trait reroll 1/1 | Messenger bag reroll 0/1, Faction pin skill bonus 1/1

Classes/Levels

| Active Conditions: None

Gender

Commissioned Portrait | Female Half-Elf/Half-Varisian Unchained Rogue 5

Size

Medium,~5'9", ~135lbs

Age

30-35ish

Special Abilities

Elven Immunities, Lowlight Vision, Finesse training, Sneak Attack, Trapfinding, Evasion, Danger Sense, Dodge, mobility, Skill Focus (Diplomacy)

Alignment

NG

Deity

Desna, Zohls, Kelinahat, Cayden Cailean, Milani (also favors: Alseta, Kurgess, Barzahk, Calistria, Count Ranalc)

Location

currently, Katapesh (Katapesh)

Languages

Common, Elven, Varisian, Undercommon, Skald, Draconic, Sylvan

Occupation

Information Broker

Strength 8
Dexterity 17
Constitution 12
Intelligence 16
Wisdom 12
Charisma 14

About Althea Valentyn

Commissioned Portrait | Female Half-Elf/Half-Varisian Unchained Rogue 5 | HP:33/33 | AC:18(/22 AoO), T14(/18 AoO), FF14 | CMD:14, FF10 | Saves:F2/R7*/W2 | Init:3 | Perc:13(/15 trap or foe) | SM:11 | Speed 30ft | Sneak Attack:3d6 | Messenger bag reroll 1/1, Faction pin skill bonus 1/1 | Active Conditions: None

CHARACTER DESCRIPTION
Appearance/Personality:
Depending on the light and her mood, can appear anywhere from 25-45 years old. Light olive skin, violet eyes and thick black hair, she dresses in the manner of her mother, the bright colors of Varisia evident in her dress and headscarf, but favoring darker purples with flashes of hidden red when she moves. Somewhat taller than most human women, and slender, she moves with the grace of a cat. She wears mundane studded leather armor, with a magic rapier on her hip, as well as a sap and light crossbow.

Generally hides her elven ears under her headscarf, unless in an area around other elves.

Can be reserved around new people, but would always rather make a friend than enemy, and most of the time her looks and charisma lends people toward her side.

On a quest to find out more about her unknown elven father (to finish her Kapenia family tree scarf). Her parents had met at the Swallowtail Festival in Sandpoint. She knows he had some magic ability (why her mother chose him, to strengthen their tribe) and has a signet ring belonging to him. Though she has not been found gifted with her tribe's magic, she is hoping once she finds her father, she may take easier to his type of magic and learn from him.

Father's Identity:
Unknown to her, her father is Zarineth, also known as 'Swallowtail,' a leader of the Lantern Bearers/Shin'Rakorath.

Religion: Desna

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Weapon and Armor Proficiency - Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

STAT BLOCK:
Female Half-Elf Unchained Rogue 5
NG Medium humanoid (Human & Elf)
Initiative +3
Senses: Perception +13 (additional +2 if either a trap, or a suprised foe), Low-light vision

Defensive stats & abilities:
AC 18/(22), touch 14/(18), flat-footed 14 (+4 armor, situational +4 dodge bonus against AoO)
hp 33 (5d8+5)
Fort +2, Ref +7, Will +2
CMD 15 (FF 11)

Dodge (Feat): +1 dodge bonus to AC (as long as you have your DEX bonus too)
Mobility (feat): +4 dodge bonus to AC for AoO when moving out of a threatened square
Elven Immunities (racial): immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Icy Jewel Recovery (From Under Ice Chronicle Sheet; 1x use) If you select ice diamond shard, you can activate this boon to channel harmful magic targeting you into the shard, granting a +2 bonus on a saving throw after you roll the saving throw but before the GM reveals the result. When you use this boon, cross if off your chronicle sheet.

Offensive stats & abilities:
Speed 30ft. in armor
Base Atk +3; CMB +1/+7 (Weapon Finesse on D,S,T)
Melee: +1 Rapier (1-h), +7 on attack rolls (1d6+4/18-20) P
Sap (1-h), +6 on attack rolls (1d6-2) B
Ranged: Light Crossbow (range 80ft), +6 on attack rolls (1d8/19-20) [P]
Shortbow (range 60ft), +6 on attack rolls (1d6/x3) [P]
Special Attacks: Sneak Attack +3d6 precision dmg

Finesse Training (gives Weapon Finesse feat) DEX to hit and to dmg for rapier instead of STR
Rogue's Edge (Sense Motive) If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

Spells:
Scrolls (Level 1):
Scroll of Lesser Restoration
Scroll of Ghostbane Dirge

Wands (see equipment):
Wand of Cure Light Wounds (3 charges)
Wand of Disguise Self (5 charges)

Dull Gray Ioun Stone Wayfinder resonant power - Read Magic 1/day for 10 min

Feats/Traits:
Feats:
Skill Focus - Diplomacy (Racial bonus) +3 to diplomacy
Weapon Finesse (Class bonus) DEX to hit instead of STR for rapier
Dodge (Combat) +1 dodge bonus to AC
Mobility (combat) +4 dodge bonus to AC from AoOs
Alertness (general) +2 bonus on Perception and Sense Motive skill checks (10+ ranks = +4 bonus)
(*=teamwork feat)

Traits:
Inspired (faith; 1/day) Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Hard to Kill (combat) When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Other Abilities:
Half-Elf Racial Abilities:
Elven Immunities (saving throws; magic sleep) Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability (bonus feat) Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses (skill bonus) Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision (vision) Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood (race) Half-elves count as both elves and humans for any effect related to race.
Multitalented (FCB & leveling) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Favored Class Bonuses:
Human Rogue - gains +1/6 of a new rogue talent (taken 3x)
Half-Elf Rogue - Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
Elf Rogue - Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Unchained Rogue Class Abilities:
Sneak Attack (bonus combat 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 (skill bonus) 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) (combat bonuses) 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) (Saving Throw damage)
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
- Trap Spotter (level 2) Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
- Minor Magic (Sp) (level 4) A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.
Danger Sense (Ex) (saving throws & skill bonuses)
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. (Increases at every 3rd 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) (Sneak Attack penalties to enemy)
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. (Increases at 10th & 16th level)
- 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. (Increases at 10th & 16th level)
- 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.
Uncanny Dodge (Ex) (no FF)
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. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue’s Edge (Ex) (supercool extra skill stuff)
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 powers for that skill as appropriate for her number of ranks in that skill. (Increases at every 5th level)
- Sense Motive: (5 Ranks) If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

Skills:
Acrobatics^ +7
DEX (3) + 1 ranks + 3 class bonus
Appraise +7
INT (3) + 1 ranks + 3 class bonus
Bluff +7 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
CHA (2) + 2 ranks + 3 class bonus
Climb^ +2
STR (-2) + 1 ranks + 3 class bonus
Craft (_) untrained +3 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 0 ranks + 3 class bonus
Diplomacy +13 (additional +2 circumstance for Gather Info from "Information Brokerage" vanity; additional +2 circumstance in Qadira or vs Sarenrae from "High Priestess's Patronage"; additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
CHA (2) + 5 ranks + 3 class bonus + 3 (Skill Focus racial feat)
Disable Device +13 (additional +1/2 level vs traps from "Trapfinding"; included +2 from Mwk Thieves' Tools; Liberty's Edge Faction Pin +1d4)
DEX (3) + 5 ranks + 3 class bonus + 2 circumst. Mwk Thieves' Tools
Disguise +2 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
CHA (2) + 0 ranks + 3 class bonus
Escape Artist^ +7 (Liberty's Edge Faction Pin +1d4)
DEX (3) + 1 ranks + 3 class bonus
Fly +3
DEX (3) + 0 ranks
Handle Animal +_ (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
CHA (2) + 0 ranks

Heal +1
WIS (1) + 0 ranks
Intimidate +6 (additional +2 vs goblinoids from "Goblin Bane"; additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
CHA (2) + 1 ranks + 3 class bonus
Knowledge (Arcana)^ +4 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 1 rank
Knowledge (Dungeoneering)^ +8 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 2 rank + 3 class bonus
Knowledge (Engineering)^ +4 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 1 rank
Knowledge (Geography)^ +4 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 1 rank
Knowledge (History)^ +4 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 1 rank
Knowledge (Local)^ +11 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 5 rank + 3 class bonus
Knowledge (Nature)^ +4 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 1 rank
Knowledge (Nobility)^ +4 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 1 rank
Knowledge (Planes)^ +4 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 1 rank
Knowledge (Religion)^ +4 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 1 rank
Linguistics^ +8 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 2 rank + 3 class bonus
Perception +13 (additional +1/2 level vs traps from "Trapfinding"; additional +1/3 level to avoid surprise)
WIS (1) + 5 rank + 3 class bonus + 2 racial (Keen Senses) + 2 (Alertness feat)
Perform (Sing) +6 (Liberty's Edge Faction Pin +1d4; additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
CHA (2) + 1 ranks + 3 class bonus
Profession (Information Broker) +5
WIS (1) + 1 rank + 3 class bonus
Ride^ +3
DEX (3) + 0 ranks
Sense Motive +11 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
CHA (2) + 3 ranks + 3 class bonus + 2 (Rogue's Edge: Sense Motive) + 2 (Alertness feat)
Sleight of Hand^ +7
DEX (3) + 1 ranks + 3 class bonus
Spellcraft^ +_ (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
INT (3) + 0 rank + 3 class bonus

Stealth^ +11
DEX (3) + 5 ranks + 3 class bonus
Survival +1
WIS (1) + 0 ranks
Swim^ 2
STR (-2) + 1 ranks + 3 class bonus
Use Magic Device +7 (additional +1 circumstance when in Absalom from "You Rescued the Minotaur Prince")
CHA (2) + 2 ranks
Armor check penalty (^) -0 (Mithral Shirt)

Trapfinding (class) +1/2 level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Danger Sense (class) +1 bonus on Perception checks to avoid being surprised by a foe
Gobline Bane (Emerald Spire Chronicle Sheet) +2 bonus on Intimidate checks against humanoids with the goblin subtype
You Rescued the Minotaur Prince (Delirium's Tangle Chronicle Sheet) +1 circumstance bonus to any INT/CHA-based checks made while in Absalom
High Priestess's Patronage (The Cost of Enlightenment Chronicle Sheet) You possess a signet ring from Amal al-Sahba, announcing her as your patron. This ring grants you a +2 circumstance bonus on Diplomacy checks in Qadira and Diplomacy checks against worshippers of Sarenrae.
Visions of the Void (The Cost of Enlightenment Chronicle Sheet; 1x use) Before rolling a skill check, you can cross off this boon to add 1d6-2 to your result.
Organized Play Accessory Perk (Liberty's Edge Faction Pin; 1x per session) +1 to any skill check, OR 1d4 to Escape Artist, Perform, and Disable Device (treat as if trained).
Information Brokerage Membership (Vanity) grants you a +2 circumstance bonus on Diplomacy skill checks made to gather information. You can use Knowledge (Local) to attempt Day Job rolls.
Masterwork Thieves’ Tools (equipment) This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
Skill Focus - Diplomacy (Racial bonus Feat) +3 to Diplomacy
Alertness (feat) +2 bonus on Perception and Sense Motive skill checks (10+ ranks = +4 bonus)
Keen Senses (Racial trait) +2 racial bonus on Perception checks.

Equipment/Magic Items & money:
Mithral Shirt
+1 Rapier
Cold Iron Rapier
Sap (that bounces)
Light Crossbow
Crossbow Bolts (20)
Cold Iron Crossbow Bolts (10)
Shortbow
Signet Ring (2)
Explorer's outfit
Rogue's Kit (10 pitons, 10 torches, 0 rations)
Mwk Thieves' Tools
Wand of Cure Light Wounds (3 charges)
Alchemist's Fire (2)
Alkali flasks (1 - used 1)
Antitoxin
Waterproof bag
Wand of Disguise Self (5 charges)
Scroll of Lesser Restoration
Scroll of Ghostbane Dirge
ice diamond shard
Wayfinder
Dull Gray Ioun stone

6343.95g-275g = 6068.95 (mix of silks, gems & coins)
((current gold spending cap by PA 5,250 gp))

Party/Scenario equipment:

Previous Scenarios Played / Boons:
Welcome to Pathfinder boon (Tattoo of the Open Road)
Regional Support Package 2017 Boon #3 (On the Job Training)
First Steps, Part 1: In Service to Lore
Emerald Spire Superdungeon: Tower Ruins (River Kingdom Notoriety & Goblin Bane)
#3-21 Temple of Empyreal Enlightenment
#45 Delirium's Tangle (You rescued the Minotaur Prince)
#6-18 From Under Ice (Icy Jewel Recovery)
#7-22 Bid for Alabastrine (Prophet's Ally)
#9-01 Cost of Enlightenment (High Priestess's Patronage & Visions of the Void)
#08 Slave Pits of Absalom
#09-14 Down the Verdant Path (Remnant of the First World: bouncy Sap)
#04-18 Veteran's Vault
#10-6 Treason's Chain (Cleaning House; Katapeshi Underground; Well-Connected)
#04-15 Cyphermage Riddle (_?, _?)

Organized Play Accessory Perks & Vanities:
Rise of the Runelords: "Burnt Offerings" Messenger Bag (1x/scenario) after you roll the dice, you can reroll 1d20 die; you must take the new result.
Liberty's Edge Faction Pin (1x per session) +1 to any skill check, OR 1d4 to Escape Artist, Perform, and Disable Device (treat as if trained).

Information Brokerage Membership (Vanity) grants you a +2 circumstance bonus on Diplomacy skill checks made to gather information. You can use Knowledge (Local) to attempt Day Job rolls.

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Botting Instructions:
Althea always tries to solve issues using diplomacy first, if it's reasonable. (Not if they are already charging me with weapons drawn)
[Dice=Diplomacy]1d20+13[/dice] Additional +2 if from Qadira or a follower of Sarenrae

In combat, she tries to get sneak attack on the first turn through stealth before combat, if possible. Otherwise she will target any enemies that haven't gone (are flat-footed), if she can't reach then in 30' of movement then she will use her crossbow instead on turn 1. In general she tries to get in a flanking position, possibly even delaying until after a another melee character has gotten into a position she can make use of.
[Dice=+1 Rapier attack]1d20+7[/dice] Crits on 18-20
[Dice=regular +1 Rapier damage]1d6+4[/dice]
[Dice=+1 Rapier damage + sneak attack]1d6+4+3d6[/dice]

Backup ranged weapon: light crossbow
[Dice=L.Crossbow attack]1d20+6[/dice] 80' range
[Dice=regular +L.Crossbow damage]1d8[/dice]
[Dice=L.Crossbow damage + sneak attack]1d8+3d6[/dice]