Full Name |
Dalnen Vasir aka The Crimson Duke |
Race |
Tiefling |
Classes/Levels |
Gestalt Fighter/Rogue 20 |
Gender |
Male |
Size |
Medium |
Age |
- |
Alignment |
N |
Languages |
Thassalonian, Infernal, Abyssal, Common, Celestial, Elvyn, Draconic, Dwarven, Gnome, Orcish, Aurran, Aquan, Terran, Ignan, Shadow Tongue, Ancient Osiriani, Halfling, Tien, Osiriani, Skald, Varisian, Kelish, Undercommon, Sylvan |
Occupation |
Entrepreneur |
Strength |
20 |
Dexterity |
32 |
Constitution |
21 |
Intelligence |
24 |
Wisdom |
20 |
Charisma |
22 |
About Dalnen Vasir - The Crimson Duke
Male Tiefling Gestalt Fighter/Rogue 20
N Medium Outsider (Native)
Init +17 Senses Darkvision 120 ft, Scent, X-ray Vision* Perception +33**
*Once per day for 1 round may see through any substance less than 5 feet thick-except for lead- as if it were glass.(Su)
**+43 to spot traps
DEFENSE
AC 42 (48*), Touch 25, Flat-footed 42** (48*)
(+11 Armor, +1 Shield, +9 Dex, +5 Nat. Armor, +5 Deflection, +1 Insight)
*Against Traps
**Can't be caught Flat-footed, can't be flanked except by Rogue 7 levels higher.
Acid, Cold, Fire Resistance 5
DR 5/- Moderate Forification
HP 252 Temp HP []
Fort +22, Ref +28*, Will +16*
*Improved Evasion and 34 versus traps
** +5 versus Fear effects. Immunity to mental domination from any creature with an evil alignment due to Clear Spindle Ioun Stone resonance in Wayfinder.
OFFENSE
Speed 30 ft.
Melee
2 Aldori Dueling Swords* +42/+41/+37/+36/+32/+31/+27 (1d8+26,2d6/17-20x3)(1d8+25/17-20x3) On Critical extra (2d8 Sonic) Versus Evil Outsiders (treat off hand weapon enhancement as +6 and an extra 2d6 damage)
Two-Weapon**Power Attack +32/+31/+26/+25/+21/+20/+16 (1d8+38,2d6/17-20x3)(1d8+37/17-20x3) On Critical extra (2d8 Sonic) Versus Evil Outsiders (treat off hand weapon enhancement as +6 and an extra 2d6 damage)
+3 Vampiric Fleshgrinding Kukri +45/+40/+35/+30 (1d4+13,1d6/18-20x2)
+2 Ghost Touch Flail +31/+26/+21/+16 (1d8+11/x2)
*See Weapon stats in Gear
**Same weapons as above
Ranged
+3 Reliable, Greater Double Barrel Pistol +33/+28/+23/+18 (1d8+6/x4)(20 ft.)(Misfire 0)
Special Attacks
Sneak Attack +10d6
Deadly Sneak - May take a -2 to all attacks and when sneak attack damage is rolled treat all 1s and 2s rolled as if they were 3s.
Master Strike (DC 27) - a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: The target can be put to sleep 1d4 hours, paralyzed 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Ki Pool 5 - A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja’s ki pool, but the rogue’s ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.
Shadow Clone - The ninja/rogue can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja/rogue’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Shadow Split DC 26 - This trick allows the ninja/rogue to create an illusory double of herself that moves away from her, allowing the ninja/rogue to create a distraction. When she uses this ability, an illusory double appears and moves away from the ninja/rogue, heading in one direction. The double climbs walls, jumps pits, or simply passes through obstacles, moving at twice the ninja/rogue’s speed in the direction indicated by the ninja when the ability is used. Its course cannot be changed. The double persists for 1 round per level of the ninja/rogue. Those who interact with the double receive a Will saving throw to recognize that it is fake. The DC of this save is 10 + 1/2 the ninja/rogue’s level + the ninja’s Charisma modifier. Each use of this ability uses up 1 ki point.
Targeted Greater Dispel Magic may be used 3 times/day on successful hit with Malcastus.
STATISTICS
Str 20, Dex 32, Con 21, Int 24, Wis 20, Cha 22
Base Atk +20/+15/+10/+5; CMB +25; CMD 52
Feats Exotic Weapon Proficiency (Aldori Dueling Sword[ADS])(Firearms), Weapon Focus (ADS), Two-Weapon Fighting, Weapon Finesse, Combat Expertise, Double Slice, Improved Feint, Two-Weapon Defense, Improved Two-Weapon Fighting, Weapon Specialization (ADS), Greater Two-Weapon Fighting, Quick Draw, Deepsight, Greater Weapon Focus (ADS), Greater Weapon Specialization (ADS), Rapid Reload, Combat Reflexes, Disruptive, Improved Two-Weapon Feint, Power Attack, Improved Unarmed Strike, Gunsmith
Skills Acrobatics +34 Appraise +15 Bluff +31 Craft(Alchemy) +30 Diplomacy +19 Disable Device +36* Disguise +46 Escape Artist +34 Heal +10 Intimidate +24 Knowledge(Dungeoneering) +15 Knowledge(Engineering) +12 Knowledge(History) +27 Knowledge(Local) +30 Knowledge(Planes) +12 Knowledge(Religion)+10 Linguistics +25 Perception +33 Sense Motive +29 Slight of Hand +34 Stealth +46 Survival +11 UMD +21
*+46 versus traps
Traits Reactionary, Suspicious
Languages Thassalonian, Infernal, Abyssal, Common, Celestial, Elvyn, Draconic, Dwarven, Gnome, Orcish, Aquan, Terran, Ignan, Shadow Tongue, Ancient Osiriani, Halfling, Tien, Osiriani, Skald, Varisian, Kelish, Undercommon, Sylvan, Vudrani
SQ
Armor Training 4
Bravery 5
Armor Mastery
Weapon Training: Heavy Blades 4*, Light Blades 3, Flails 2, Firearms 1
Weapon Mastery: Aldori Dueling Sword
Sneak Attack +10d6
Trapfinding
Evasion
Trapsense +6
Improved Uncanny Dodge
Master Strike
Rogue Talents: Powerful Sneak, Finesse Rogue, Fast Stealth, Firearm Training, Ki Pool, Deadly Sneak, Improved Evasion, Shadow Clone, Hide in Plain Sight, Shadow Split
*Treat weapon training numbers at 2 higher from Gloves of Dueling
GEAR
Weapons
Malcastus Slayer of Wizards. Intelligent +5 Keen Dispelling Greater Vicious Agile Adamantine Aldori Dueling Sword (+10 total)
Damage and Properties 1d8+5 and 2d6 (17-20)x2 and user can use a targeted Dispel Magic, Greater 3 times/day.
Al Neutral
Ego 26
Senses See, Hear, and Blindsense 120 ft.
Int 16
Wis 14
Cha 10
Communication Speech and Telepathy
Languages Thassilonian, Common, Drconic, and Elven. Can read all languages and magic.
Skills Spellcraft +16
Lesser Powers Item can cast Detect Magic at will.
Moderate Powers Item can cast Silence 3 times/day
Special Purpose Powers Item can cast True Resurrection on wielder once per month. A Nacreous Gray Sphere Ioun Stone Is worked into the pommel of the sword preventing the wielder from all negative effects of aging.
Special Purpose Defeat/slay all enemy arcane spellcasters.
Thunder's Edge - +4 Keen Agile Thundering Bane(Evil Outsiders) Mithral Aldori Dueling Sword (+8 total)
Parasite - +3 Vampiric Fleshgrinding Kukri (+7 total)
Dun Möch - +3 Reliable, Greater Double Barrel Pistol (+6 total)
Tal'then'tess - +2 Ghosttouch Flail (+3 total)
Armor
+5 Glamoured Shadow, Improved Comfort Moderate Fortification Mithral Breastplate
Worn
Cowl of the Infiltrator*, Headband of Mental Superiority +4, Eye of the Eagle, Amulet of Natural Armor +5, Cape of the Montebank, Vest of Resistance +5, Gloves of Dueling, Ring of Regeneration, Ring of Protection +5, Belt of Physical Might (Con, Dex) +4, Boots of Speed, Clear Spindle Ioun Stone, Dusty Rose Prism Ioun Stone, spring loaded wrist sheath, wand bracer - Wand of: Cure Serious Wounds, Glitterdust, Burning Hands, Darkness, and Acute Senses.
In Pack/On Person
Handy Haversack, Ring of Freedom of Movement, Immovable Rods x5, Boots of the Winterlands, Bottle of Air, Carpet of Flying (5x5), Cloak of the Manta Ray, Decanter of Endless Water, Deck of Illusions, Eversmoking Bottle, Intant Fortress, Iron Bands of Binding, Necklace of Adaptation, Portable Hole, Rod of Ropes, Wayfinder, 5 Scrolls each of: Great Invisibility, Passwall, and Restoration, 1 scroll of Anti-Magic Field, Wand of: Prestidigitation, Lesser Restoration, Ghostsound, Gaseous Form, Spark, and Deeper Darkness, Figurine of Wondrous Power: Slate Spider, 5 vials of Oil of Silence, bell, caltrops x5, chalk x10, crowbar, flask x3, flint and steel, small steel mirror x2, miner's pick, adamantine drill, pole 10ft, whetstone, masterwork thieve's tools, masterwork disguise kit, gunsmith's kit. Ammunition: 1 powder keg, 1 powder horn, 100 alchemical cartridges(paper, bullet), 50 alchemical cartridges(paper, adamantine), 50 alchemical cartridges(paper, silver).
*Cowl of the Infiltrator
Aura Varies; CL 10th
Slot Head; Price 26,850 gp; Weight1 lb.
Description
This simple black black cloth hood with small mantle is prized by spies and assassins alike for it's versatility of applications when subterfuge and infiltration is required. It combines the effects of a multiple magical items into one simple to use package. It allows the wearer to disguise themselves as another humanoid species as per alter self along with a convincing clothing to match their altered shape. This change lasts for 1 hour or is dismissible as a free action. This ability is usable at will. Additionally, the hood renders the wearer immune spells that would blow their disguise and cover; specifically, detect thoughts, discern lies, and any magical attempt to discern alignment. As an added bonus the cowl also provides a constant +5 bonus to bluff attempts to stay in character.
Construction
Requirements Craft Wondrous Item, alter self, disguise self, glibness, nondetection; Cost 13,425
APPEARANCE
Height- 5' 11"
Weight- 185
Hair Color- Black
Eye Color- Whorl of sulfurous golden yellow and red, sometimes glowing.
Despite his red skin tone this tiefling has strange but alluringly handsome and noble features and sharp jaw line tipped is a neatly trimmed and pointed black goatee. Diamond shaped horns jut from his forehead and curl back over his hair and scalp, their points ending slightly pointed up. His build is that a warrior, strong and fast, and he holds himself with such cold confidence and ease that he is obviously a predator. Sharp nails end his fingers but never seem to get in the way. A pointed tail moves easily swinging and curling from side to side. When he smiles it shows sharper than average canines and light wisps of smoke seem to curl from his mouth at times. But his most striking feature is that of his eyes, whorls of a sulfurous, golden yellow mixed with red. Constantly evaluating and aware of their surroundings, looking for prey.