| Full Name |
Argentina Asmoda Zamparelli |
| Race |
"Human" (Scion of Humanity Azata-Touched Aasimar) |
| Classes/Levels |
Rogue (Guerrilla) 1 |
| Gender |
F |
| Alignment |
CG |
| Deity |
Milani (though she pretends to worship Asmodeous) |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
14 |
| Wisdom |
13 |
| Charisma |
18 |
About Argentina A. Z. Tucco
Argentina Asmoda Zamparelli Tucco
Female Azata-Touched Scion of Humanity Aasimar Rogue (Guerrilla) 1
CG Humanoid (Human)/Outsider (Native)
Init +3; Perception + 7
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Defense
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AC 17 (13 touch, 14 ff)
hp 10
Fort +1, Ref +5, Will + 1
acid resistance 5, cold resistance 5, and electricity resistance 5
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Offense
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BAB: +0
Speed 30 ft.
Melee: Rapier +4 (1d6)18-19 p
Melee: Dagger +4 (1d4)19/20 s,p
Melee: Morningstar +0 (1d8) b,p
Ranged: Dagger +4 (1d4)19/20
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Statistics
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Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats: Alertness, Weapon Focus (Finesse Weapons)
Traits: Fast Talker, Historian of the Rebellion
Reason to Protest: Meeting a Contact
Skills:
Acrobatics 7 (3+1+3)
Bluff 10 (4+1+3+1+1)
Diplomacy 8 (4+1+3)
Disable Device 7 (3+1+3)
Disguise 8 (4+1+3)
Intimidate 8 (4+1+3)
Knowledge Local 6 (2+1+3)
Perception 7 (1+1+3+2)
Sense Motive 9 (1+1+3+2+2)
Stealth 8 (3+1+3+1)
Background Skills:
Linguistics 8 (2+1+3+2)
Sleight of Hand 7 (3+1+3)
Languages: Common, Elvish, Draconic, Celestial, Infernal
Racial Features:
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Magical Racial Traits
Spell-Like Ability (Sp): Azata-Touched Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for humanwithout using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Class Abilities:
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.
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.
At 1st level, a rogue gains Weapon Focus NOTWeapon 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.
Skilled Liar (Ex)
Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.
This ability replaces trapfinding.
Equipment:
chain shirt
rapier
alchemical silver dagger
cold iron dagger
2xdaggers
morningstar
rogue's kit
2xspringloaded wrist sheaths
2xcaltrops
grooming kit
scrivener's kit
17 gp