Rogue

Bose Aufero's page

197 posts. Alias of Malum.


Full Name

Bose Aufero

Race

Elf

Classes/Levels

4 Rogue

Gender

M

Size

Medium

Age

35

Alignment

CN

Languages

Common, Draconic, Drow, Elven, Goblin

Occupation

Finder of lost items

Strength 12
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Bose Aufero

Bose is the younger half-brother of a well known Rogue who dissapeared a few years ago.

Rumors have wandered back of his brother Malum taking up with some do-gooders. Bose isn't sure about that and always has an eye to figuring out what happened.

Being the son of a elven woman who has laid with a human was not an easy life. Bose spent a good amount of his life as an outcast, running the streets.

Bose Aufero
Male Elf (Savage Elf) rogue 4 Archetypes Knife Master,
CN Medium humanoid (elf)
Init +7, Senses low-light vision; Perception +7
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DEFENSE
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AC 21, touch 17, flat-footed 21 (+3 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural, )
hp 32 ((4d8)+6)
Fort +3, Ref +10, Will +2, +2 vs. enchantment spells and effects
Defensive Abilities evasion, uncanny dodge,
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OFFENSE
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Speed 30 ft.
Melee rapier +8 (1d6+1/18-20)
Melee dagger +8 (1d4+1/19-20)
Ranged dagger (thrown) +8 (1d4+1/19-20)
Ranged composite shortbow str (+1) +8 (1d6+1/x3)
Special Attacks Bleeding Attack, Eternal Grudge, Sneak Attack 2d4,

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TACTICS
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STATISTICS
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Str 12, Dex 20, Con 12, Int 15, Wis 10, Cha 16,
Base Atk +3; CMB +8; CMD 21
Feats Agile Maneuvers, Dodge, Run, Weapon Finesse
Skills Acrobatics +9, Appraise +6, Climb +4, Craft (Traps) +6, Diplomacy +8, Disable Device +11, Disguise +8, Escape Artist +8, Fly +5, Handle Animal +4, Intimidate +9, Knowledge (Dungeoneering) +8, Knowledge (History) +3, Knowledge (Local) +6, Linguistics(Drow) +6, Perception +7, Sense Motive +4, Sleight of Hand +8, Sleight of Hand (Conceal Weapon) +10, Spellcraft +3, Stealth +9, Survival +8, Swim +4, Use Magic Device +7,
Traits Fencer, Orphaned,
Languages Common, Draconic, Drow, Elven, Goblin
SQ advanced talents, blade sense, bonus magic rogue talent use (2x), elven immunities, fleet-footed, hidden blade, low-light vision, rogue talents, savage elf, sneak stab, ,
Combat Gear potion of cure moderate wounds, potion of cure serious wounds,
Other Gear amulet of natural armor +1, bracers ( ac bonus (deflection) (+1)), rapier, cloak of resistance +1, studded leather, arrows (20), arrows (20/cold iron), backpack, masterwork, dagger, 0.0 gp
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SPECIAL ABILITIES
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Advanced Talents The following advanced rogue talents complement the knife master archetype - another day**, confounding blades*, deadly sneak**, entanglement of blades**, and unwitting ally*.

Blade Sense (Ex) At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Bleeding Attack (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 2 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Bonus Magic Rogue Talent Use (2x) 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.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Eternal Grudge (Ex) Elves with this racial trait grew up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. They receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes due to special training against these hated foes.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Fencer You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

Fleet-Footed (Ex) While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Hidden Blade A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding. Bonus +2

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Orphaned You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Rogue ~ Uncanny Dodge Tracker

Rogue Talents The following rogue talents complement the knife master archetype - befuddling strike**, combat trick, offensive defense**, surprise attack, underhanded*, and weapon training.

Savage Elf In lands where every day is a constant struggle to survive and the niceties of civilization are rare, elves adapt to depend on swift strikes and lifelong vigilance to keep their families alive. These elves have the eternal grudge and f leet-footed alternate racial traits.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d4 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Sneak Stab (Ex) A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit (page 130), kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability. [Knife Master Sneak Attack 2d8; Regular Sneak Attack 2d4]

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

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