Baron Hannis Drelev

Desmond Aeros's page

1,380 posts. Alias of CampinCarl9127.

Full Name

Desmond Aeros




Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 142/142










Karnog, High God of the Orcs



Strength 10
Dexterity 27
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Desmond Aeros

Male Human Unchained Rogue (Scout) 16
CN Medium Humanoid (Human)
Init +12; Senses Perception +21 (+8 vs traps)
AC 35, touch 23, flat-footed 25 (+9 armor, +8 Dex, +3 deflection, +2 natural, +1 dodge, +1 insight, +1 shield) (+5 vs traps)
hp 142
Fort +11, Ref +22 (+5 vs traps), Will +10
Resist cold 10
Speed 30 ft.

Melee Adamantium Menacing Shortsword +23/+18/+13 (1d6+10)
Shortswords +21/+21/+16/+16/+11/+11 (1d6+10/1d6+10)
Str 10, Dex 27, Con 14, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +20 (+2 trip); CMD 30 (+2 vs trip)
Traits Reckless
Feats Weapon Finesse, Two Weapon Fighting, Combat Expertise, Improved Trip, Dodge, Disorientating Maneuver, Agile Maneuvers, Improved Initiative, Weapon Focus (Shortsword), Improved Two-Weapon Fighting, Two-Weapon Defense, Extra Rogue Talent, Extra Rogue Talent, Greater Two-Weapon Fighting
Skills (143 points; 128 Rogue, 16 Human)
ACP -2
(16) Acrobatics +27 (+4 when boots are activated)
(3) Bluff +6
(16) Climb +20
(16) Disable Device +37
(16) Escape Artist +27
(15) Knowledge (dungeoneering) +19
(15) Sense Motive +20
(16) Stealth +32
(16) Perception +21 (+8 vs traps)
(15) Use Magic Device +19
Non-Standard Skill Bonuses
+1 Acrobatics (trait)
+5 Stealth (armor)
+1/2 Level Disable Device (class)
Languages Common

Special Abilities:

Reckless You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Sneak Attack (+8d6) 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 two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), 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 concealment.

Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (short swords, daggers) 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.

Evasion At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.

Trap Sense At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Scout’s Charge At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

Debilitating Injury 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. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

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. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

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.

Rogue's Edge 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. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Acrobatics You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

You do not provoke attacks of opportunity when standing up from prone.

Disable Device Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can't use this ability to bypass it.

When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap's attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).

Stealth Reduce the Stealth penalty from sniping by 10.

Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

Skirmisher At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

Crippling Strike A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Redirect Attack Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target.

Offensive Defense When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

Double Debilitation Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.

Opportunist The rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round and can’t be used more than once per round.

Hunter's Surprise Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed.


Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried ? lb.

Money 4560 GP 5 SP 8 CP
+2 Menacing Adamantium Shortsword (21010gp)
+2 Shortsword (8310gp)
Shadow Celestial Armor (26150gp)
Belt of Incredible Dexterity +4 (16000gp)
Cloak of Resistance +4 (16000gp)
Daredevil Softpaw Boots (1400gp)
Amulet of Natural Armor +2 (8000gp)
Ring of Protection +3 (18000gp)
Dusty Rose Prism (5000gp)
Unfettered Shirt (10000gp)
Goggles of Night
Wayfinder (Clear Prism Ioun Stone)
Ring of Cold Resist 10
CLW potions x2 (1d8+3) (100gp)
Wand of Invisibility (9/50)
Wand of Reduce Person (14/50)
Wand of Fly (12/50)
Potion of magic weapon
Vial of anti-toxin
Everfull Mug (3/day 12 ounces of fine beer or wine)
Blank Map book (waterproof)
Scrivener’s kit
Silk rope 50 ft.
Grapple hook
Candles x5

Magic and other tricks:
At will: Darkvision
10/day: +5 acrobatics & +2 attack rolls after successful tumble
1/day: fly (5 minutes)
1/day: freedom of movement (10 minutes)

Wand of Invisibility x9
Wand of Reduce Person x14
Wand of Fly x12
Potion of CLW x2
Potion of Magic Weapon
Vial of Anti-Toxin