The Rake

Damiano, Duke of Deception's page

20 posts. Alias of Theorythmus.


Full Name

Damiano, Duke of Deception

Race

Skills:
Acro 30, Appraise 15, Bluff 25, Climb 8, Craft(Cloth) 6, Craft(Alchemy) 11, Diplo 6, DD 32(37), Disguise 22, EA 9, Intimidate 2, Know(Arcana) 4, Know(Dungeoneering) 6, Know(Engineering) 4, Know(Geography) 4, Know(History) 3

Classes/Levels

Skills Cont.:
Know(Local) 13, Know(Nobility) 4, Linguistics 6, Perception 20(25), Perform(Dance) 7, Perform(Oratory) 7, Prof(Merchant/Trader) 7, Sense Motive 10, SoH 30, Spellcraft 3, Stealth 30, UMD 12

Gender

Vitals:
HP: 132/132 | AC: 20 T: 16 FF: 14 CMD: 29 | Fort: +5, Ref: +15, Will: +7 | Init: +5 Senses: darkvision 60ft | Effects: Non Detection
Male Human Rogue 10 (Burglar/Underground Chemist)/Shadowdancer 6 Mythic Trickster 1

About Damiano, Duke of Deception

Aldras Vayne/Damiano, Duke of Deception:

Male Human
Rogue 10 (Burglar/Underground Chemist) / Shadowdancer 6
NG Medium humanoid (Human) Middle-aged (accounted for in stats)
Init +5; Senses Perception +20(+25 vs traps), darkvision 60 ft
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Defense
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AC : 20 | T : 16 | F : 14 (+4 Armor +5 Dex +1 Dodge)
HP 132 (16d8+4)
Fort +5, Ref +15, Will +7
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Offense
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Speed 30 ft.
Melee +1 Merciful Rapier +17 (1d6+3 18-20/x2 | P)
. . Sap +13 (1d6+2 20/x2 | B) [non-lethal]
. . Silversheen Rapier +17 (1d6+1 18-20/x2 | P)
Ranged Darkwood Hand crossbow +17 (1d4 19-20/x2 | range 30 ft | P)
(Ammunition: Adamantine Grappling bolts)
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Statistics
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STR 14 DEX 20 CON 11 INT 14 WIS 14 CHA 14
BAB +11; CMB +13; CMD 29
Feats Dodge, Skill Focus (Stealth), Mobility, Combat Reflexes, Quick Draw, Skill Focus (Acrobatics), Deft Hands, Deceitful, Extra Rogue Talent --> Face in the crowd, Weapon Finesse, Skill Focus (Bluff)
Rogue Talents Trap Spotter, Scavenger, Fast Stealth, Quick Disable, Fast Picks, Hide in Plain Sight (Urban), Expert Leaper, Ninja Trick --> Undetected Sabotage
Traits Coincunning (Janderhoff), Stealthy Escape
ACP -0
Skills
FCB lvl 1 till 4 Skills, lvl 5 till 10 1/6 rogue talent
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
*Acrobatics [16]+3+5+6=30
*Appraise [10]+3+2=15
*Bluff [10]+3+2+6+4=25
*Climb [3]+3+2=8
*Craft(Cloth) [1]+3+2=6
*Craft(Alchemy) [1]+3+2+5=11
*Diplomacy [1]+3+2=6
*Disable Device [10]+3+5+6+4+2+2(+5²)=32(37²)
*Disguise [11]+3+2+4+2=22
*Escape Artist [1]+3+5=9
Fly
Handle Animal
Heal
*Intimidate
Knowledge(Arcana) [2]+0+2=4
*Knowledge(Dungeoneering) [1]+3+2=6
Knowledge(Engineering) [2]+0+2=4
Knowledge(Geography) [2]+0+2=4
Knowledge(History) [1]+0+2=3
*Knowledge(Local) [8]+3+2=13
Knowledge(Nature)
Knowledge(Nobility) [2]+0+2=4
Knowledge(Planes)
Knowledge(Religion)
*Linguistics [1]+3+2=6
*Perception [15]+3+2(+5²)=20(25²)
*Perform(Dance) [2]+3+2=7
*Perform(Oratory) [2]+3+2=7
*Profession(Merchant/Trader) [2]+3+2=7
Ride
*Sense Motive [5]+3+2=10
*Sleight of Hand [16]+3+5+4+2=30
Spellcraft [1]+0+2=3
*Stealth [16]+3+5+6=30
Survival
*Swim [3]+3+2=8
*Use Magic Device [7]+3+2=12

² only to find/disable traps

SQ
Class
Sneak Attack +5d6
Trapfinding
Chemical Weapons (Ex): An underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
Trap Sense (Ex) +3
Careful Disarm: Whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
Distraction: Whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This only functions if the creature cannot see the rogue. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue’s presence again, the ability has no effect.
Hide in Plain Sight (Su)
Evasion (Ex)
Darkvision (Ex) 60 ft
Uncanny Dodge (Ex)
Shadow Illusion (Sp) 3/day
Summon Shadow (Su)
Shadow Call (Sp) 2/day
Shadow Jump (Su) 80 ft
Defensive Roll (Ex)
Improved Uncanny Dodge (Ex)
Race
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Languages Common, Dwarven, Gnome, Korvosan(Common)

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Mythic Path: Trickster Tier 1
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General Mythic Abilities
Hard to Kill (Ex)
Mythic Power (Su) 5/day
Surge (Su) 1d6
+4 HP/Tier

Path Attack
Fleet Charge (Ex)

Path Abilities
Unwavering Skill (Ex)

Mythic Feats Deft Hands(Mythic)


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Umbræ, Damiano' Shadow:

Shadow Companion
Male shadow
NE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 15, flat-footed 10 (+2 deflection, +2 dexterity, +1 dodge)
hp 66 (8d8+2)
Fort +7, Ref +12, Will +6; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, incorporeal; Immune undead traits
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Offense
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Speed fly 40 ft. (good)
Melee Incorporeal Touch +13 (1d6 Strength)
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Statistics
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Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
BAB[b] +11; [b]CMB +13; CMD 26
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, -4 in bright light); Racial Modifiers +4 Stealth in dim light, -4 in bright light
SQ Strength damage, Cannot be turned or commanded, Can communicate intelligibly with Shadowdancer
Gear none
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Special Abilities
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Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (40 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

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Equipment:

Silversheen Rapier 770 GP + 100 GP for ornamental scabbard [Vayne’s blade]
+1 Merciful Rapier 8320 | 2 lbs
mithral shirt 1100 GP | 10 lbs
sap 1 GP | 2 lbs
Darkwood Hand crossbow 420 GP | 1 lbs
with Durable adamantine grappling bolts [range increment of 30 ft] 62 GP | ½ lb / bolt x 10
and silk rope 10 GP | 5 lbs / 50 ft x3
Pathfinder Pouch 1000 GP | 1 lb
Muleback cords 1000 GP | ¼ lb
backpack, MW 50 GP | 4 lbs
MW thieves’ tools 100 GP | 2 lbs
Diguise kit 50 GP | 8 lbs / kit x 4
Adamantine wiresaw 150 GP | - (replacement wire 145 GP x 5)
glass cutter 5 GP | -
glue paper 1 SP | - / paper x 20
spyglass 1000 GP | 1 lb
bandolier x 2 5 SP | -
concealing pocket 1000 GP | -
Spring loaded Wrist sheaths 5 GP | 1 lb x 2
Iron Vial 1 SP | 1 lb x 20 (to put potions in)
Bag of holding type I 2500 GP | 15 lbs (to transport items between the MMM & the Damiano Manor)
Amulet of proof against detection and location 35000 GP | -

Clothing:

“Aldras Vayne” clothing:
4 Noble’s outfit (75 GP), 4 Accesories (265 GP), 2 Reversible cloak (100 GP) → 1560 GP
“Damiano disguise” : Wig 500 GP, other items (high end make-up, prosthetics, ...) 500 GP
“Damiano’s work attire” : “Damiano disguise” +
2 Darkleaf Cloth Entertainer’s outfit (503 GP), 2 fire-resistant boots (20 GP) → 1046 GP
“Damiano’s private attire” : “Damiano disguise” +
4 Noble’s outfit (75 GP), 4 Accesories (150 GP), 2 Reversible cloak (100 GP) → 1100 GP
“Damiano incognito attire” : “Damiano disguise” +
Explorer’s outfit (10 GP) | 8 lbs (with scarf & hat)
“Hobby clothing” x 2 (one in the secret bedroom of the MMM & one in the Damiano Manor) :
Darkleaf Cloth Pickpocket's Outfit 505 GP | 1.5 lbs
Pocketed Scarf 8 GP | ½ lb
Reversible cloak 100 GP | 1 lb

Books:

Information list
Adventurer’s chronicle 50 GP | 1 lb / Knowledge subject (All subjects [Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, Planes, Religion]) = 500 GP
Blue book (Korvosa) 5 GP | 1 lb
Book of puzzles 50 GP | 1 lb / book (10 puzzles) x 20 = 1000 GP

Alchemical consumables:

Information list
Antiplague 50 GP | - x 2
Antitoxin 50 GP | - x 2
Bloodblock 25 GP | - x 2
Clear ear 15 GP | - x 2
Smelling salts 25 GP | - x 1
Soothe syrup 25 GP | 0.5 lbs x 2
Twitch tonic 45 GP | - x 2
Smokestick 20 GP | 0.5 lbs x 4
Thunderstone 30 GP | 1 lb x 2
Quick freeze oil 50 GP | 1 lb x 4
Acid 10 GP | 1 lb x 5
Air crystals 50 GP | - x 2
Alchemical Glue 20 GP | 0.5 lb x 2
Alchemical Glue Accelerant 25 GP | - x 2
Alchemical solvent 20 GP | 0.5 lb x 2
Impact Foam 25 GP | 1 lb x 4
Deodorizing Agent 30 GP | - x 2
Incense, scentbane 80 GP | - x 2
Flash powder 50 GP | - x 4
Scent cloak 20 GP | 2 lbs x 2

Magic consumables (potions/wands/1-use items):

Potion of Cure Serious Wounds (CL5) 750 GP | - x 5
Potion of Water Breathing (CL5) 750 GP | - x 2
Potion of Invisibility (CL3) 300 GP | - x 1
Potion of Disguise Other (CL3) 300 GP | - x 2
Wand of Comprehend Languages (50 charges) 750 GP | -
Key of lock jamming 400 GP | 0.5 lb x 4
Snapleaf 750 GP | - x 2
Universal Solvent 50 GP | - x 2