Lirianne

Elisabetta Filosa's page

23 posts. Alias of Itzi.


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Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑
Violetta di Valori wrote:
I suggest the rule of two - as long as someone seconds a plan it is considered to be THE plan. So as long as someone agrees with me then we can get started!

So what do I get if I second the plan? What? Yes of course my vote can be bought. ;)

Kidding aside, yes, I second this plan. Now we just need to know what specific rolls need to be made before the flavor text gets written. (Which is wherein the fun resides.)


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

Sasha and Elisabetta are going to scout out Luthor's home with the eye for entering and exiting with the least amount of kerfluffle. Mechanics-wise, we'll take the three Risky rolls.


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

"Oh, I never turn down something that drops into my lap," she replies with a wink. "And I'll only hurt someone if they really deserve it." She considers for a moment before her grin widens. "Of if they ask me to."


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑
Violetta di Valori wrote:
"That's useful information." Violetta agrees, steepling her fingers together. "Sasha, why don't you and Elisabetta check out the house and neighbourhood. If we're going to break in we need to do it at the optimum time and with minimal distractions. Plan our way in and our way out."

Elisabetta shrugs before giving Violetta a nod. She then tosses another handful of Kyra's treats into her mouth.

"I imagine that we want to do this as a group and shouldn't take advantage of any obvious opportunities that present themselves?" she questions with a playful grin. The Brava has never done well with all the careful planning that the business they engage in requires. It's always an effort to restrain herself and let more analytical minds plot a safer path then what she would attempt to carve with her wit and blade.


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

"So no punching, then?" Elisabetta comments with a shrug and a grin. She takes another drink of her Bruin before sneaking glances at Violetta and Sasha. She assumes the Eyes will be calling the shots this time and waits for their carefully considered questions.


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

12 Gennaio, 794

Elisabetta has also dispensed with the finery of the ball in exchange for a tastefully embroidered blouse over the top of a pair of tight leather trousers. The former to give her an air of elegance and the latter because Annalise had made a comment about how amazing her ass looked in them. Tall boots and a dashingly decorated broad hat completed her ensemble.

As expected, Annalise had given her an earful when she'd returned the culottes the morning after the ball. She wasn't interested in the brava's explanation and, in fact, was angry enough that Elisabetta had spent the next night in her own bed ... alone. It'll be fine, she tells herself. Get the woman a nice bunch of flowers and take her out for a nice dinner and she'd be in her good graces again.

Speaking of good graces, Elisabetta eyes one of the bottles sitting near the spread and without so much as a by-your-leave snags it, opens it, and swallows a long draft in Groan fashion, like Cesare, right from the bottle.

"Hopefully it's a problem that can be solved by a simple punching," she comments with a smirk.


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑
Sasha Elena Pyrope wrote:
I think I may need to start a quick google doc to try and keep all of the NPC's straight.

In a game like this one where NPCs are the bread and butter and get created on a whim and whistle, I highly recommend that we have one of these that's editable by all of us.

Wandering GM Wastrel wrote:
"I would in particular caution you about discussing this with those of your little group who think that being discreet is about how many knives you can conceal under a ball-gown."

Elisabetta wouldn't be caught dead in a ball-gown, I'll have you know!

And if someone's asking ... six. Actually seven, but the last one is fairly small and would only be effective in very specific circumstances.


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Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

8 Gennaio, 794

"Your weapons may be closer to 'hand'," Elisabetta growls with a smile, "But you can't expect me to ..." Her heeled boot comes down hard on Petey's instep. "... 'foot' the bill for your misdeeds." The strike isn't enough to cause any real damage, but it's enough to cause the large man to shift his stance just a bit to avoid her weight. Unfortunately for him, it is enough to give the Brava the real opening she was looking for. Whatever sound her knee made as it connected with Petey's jewels is masked in a collective empathetic grunt of pain from the crowd.

"And as you see, I don't have a 'kneed' for my weapons," she continues. As Petey's hands release her arms and instinctively move protectively to his groin. Elisabetta follows up by grabbing his ears and bringing his face down to meet that self-same knee.

"Now everyone 'nose' not to lay a hand on a lady without her express consent. Did your mother not teach you that?"

Assuming that most of the fight has been drained out of the man, Elisabetta turns her attention back to Four-fingers. As if nothing untoward has taken place, she saunters over to take the empty stool at the old man's barrel.

"Now let's talk about my friend Sasha," she begins again. "I respect the fact as a businessman, you like to keep the confidences of those that you do business with. However, I believe that Sasha's in trouble. And as a friend of hers, it's my duty to take whatever measures are required to ensure that she sleeps soundly in her own bed tonight, unharmed."

She glances over to where Petey is slowly pushing himself to his feet. "I can't say the same for those that stand in my way."


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

For ooc discussions, I prefer Discord as it usually has a better uptime %. :)


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

8 Gennaio, 794

"Well, Aiden," Elisabetta replies in a voice that's steady and casual, "I'm not looking for any trouble either." She steps forward, dropping a couple of copper coins on a barrel in passing as she picks up the half-full wooden tankard that's resting in front of a grizzled dock-worker. She stops right in front of Petey. Close enough that they could be dance partners if Petey actually knew how to dance. Keeping her eyes locked on the bearded man, she can see the urge in his eyes to vent his frustration out on her. Lifting the tankard to her lips she takes a slurping sip that echoes through the silent room. Her eyes never leave Petey's. "And I'm sure Petey isn't looking for trouble either." She smiles, lowering the mug.

Turning her back on the pair, she faces the rest of the room, her eyes wander over the rest of the inhabitants, but her attention is entirely on Four-Fingers. "My friend, Sasha, also wasn't looking for any trouble ... four days ago you said?" Fulling anticipating Petey to make an unsubtle grab at her, she takes another loud sip of the cheap drink. "So who was she talking to ... four days ago?"


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑
Luciana García wrote:
Semi-pertinent thought: if our coterie is collectively known as the Gloved Hand, does that mean its individual members should be referred to as the Fingers? :]

I nominate Elisabetta as the middle finger. :)


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

Probably Google Slides?


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑
Luciana García wrote:
I am not actively opposed to the idea, though it hinges on Elisabetta's idea of slumming it involving particularly insalubrious locales like the Twist. If it does then that's OK by me, of course!

That totally works for me! Elisabetta's long ago youth (As in, you know, a couple of months ago) was filled with numerous escapades in the worst parts of the city.

Wandering GM Wastrel wrote:

One thing I realised when I was writing Elisabetta's post is that we haven't really discussed your allies and rivals - I made something up about Blair that hopefully isn't too far off the mark from how Elisabetta intended him to be, but if any of you have particular thoughts on your NPC allies then feel free to let me know.

Likewise for your rivals - and note please that "rival" does not mean "nemesis" in that they are not someone you need to confront and defeat (if you ever do, you will need to get another rival). They are supposed to be a source of frustration, possibly even a source of work (although the reward you get for working for them is that they will dislike you slightly less), maybe even someone you have to work with on occasion (through gritted teeth) or possibly even ask for help every now and then!

Elisabetta's ally, Blair, is fine. I think I had originally intended for them to be a dowager, but this works as well. No worries. I haven't really given much thought yet to her rival.


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

Sorry about that. I'll show more restraint next time. :)


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

I wasn't quite sure how far to go with it. I hope that's okay.


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Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

8 Gennaio, 794

Dammit! Dammit! Dammit! Elisabetta chanted over and over to herself as she quickly made her way to the entrance hall, the tapping of her boots on the parquet floor echoing off of the elegantly papered walls. The servant holding out her cloak and blade paled at her expression - a reminder that she still needed to work on masking her emotions.

Taking a moment to strap on her rapier, she checked the scarlet glove that was hanging off her belt - the badge of being a Brava - and slipped the cloak over her shoulders before pushing her way out the held door into the rain. The culottes she was wearing were practical as well as elegantly styled - no way in the hells was she wearing a dress - but the twinge behind her eyes was telling her that whatever she faced tonight was going to leave them in such a state that Annalise was going to have words with her when she returned them in the morning.

She paused in the midst of the rain when she realized that she didn't actually know where she was going. Her first thought was to pay a visit to the Flayed Falcon, the tavern where Sasha spent a fair amount of time. But then she cringed at the memory of what happened the last time she was there. It was a misunderstanding, of course. How was she supposed to know that the serving girl was in a relationship with one of Sasha's best informants. It's not like the girl rebuked Elisabetta's advances.

The Brava couldn't help but smile at the memory.

The jilted beau was stupid enough to challenge her to a duel. Elisabetta still felt that he should be thankful that she only broke his nose. Sasha, however, didn't see it that way. The only thing she cared about was that he'd raised his prices and refused to return to the Falcon if Elisabetta was going to be a regular patron. Stupid t$#+. If he'd kept his girl happy in the first place then his nose wouldn't have that new bend in it.

Elisabetta shook her head. No, she didn't need Sasha even more pissed at her, justified or not. So where else could she find out what the woman was up to and where she was at? After a moment of thought, she remembered that Sasha had mentioned a dive she'd visited for gossip on more than one occasion. It didn't even have a proper name, they just called it ... Samson's? No ... Samwell's! That was it. She nodded and strode off through the rain with purpose.

...

The place wasn't even respectable enough to hang a shingle or have a decent common area. It was just an unused storage room attached to a larger warehouse. Barrels placed around the room served as tiny tables for the games of Loggers they were playing with bone dice. Heads turned as she entered and more than one expression of surprise. Her garments fit for an elegant party were quite out of place here.

"Oi, Luv," one fellow drawled, his scruffy beard split with a scar across his jaw, "I bet you charge a pretty coin." Rude laughter followed until she shifted her cloak so her blade and the glove in her belt flashed in the lantern-light. The laughter died and the occupants quickly became much more interested in their games and drinks.

"I'm looking for an Eye by the name of Sasha Pyrope and I'm sure someone here has had business with her recently. Now who would that be?"

Other than something muttered under the breath, there was no response.

"I'm sorry, I didn't quite catch that," Elisabetta challenged. Her patience - never thick to begin with - was quickly wearing thin.

"I said," the bearded man with the scar said in a clear voice as he stood from his stool, "Go mount a lamp pole you monied c%*!."

Elisabetta's lip curled into a smile. Yes, Annalise was going to have words with her in the morning.


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

Violetta di Valori == Nathan Ford

Elisabetta Filosa == Eliot Spencer

:)


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

I wanted to post a dot and I couldn't resist the pattern. :)

Violetta: Assuming that Violetta was instrumental in getting Elisabetta accepted into whichever house we decide on ...

Bond: I've pledged to defend Violetta at any cost.

Sasha: That works well, Sasha.

Bond: I see the Bravo’s spark in Sasha, and I will teach them what I know.

~~~~~

I'm very impressed with folks' world-building skills as demonstrated above. Even more so as that's not my strength at all. Consequently, I'll leave the fleshing out of our house in your capable hands.


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Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

The Bravo lacks restraint,
But in a duel she is the queen.


Female Altori Brava | Body ▣▣▣ (Skulk ▣, Maneuver ▣, Skirmish ▣▣), Mind ▣ (Hunt ▣), Spirit ▣ (Consort ▣▣) | Indulgence: Pleasure | Stress: ❑❑❑❑❑❑❑❑❑ | Harm: n/a, Healing: ❑❑❑❑

Elisabetta's first choice would be House Bastian. They're the underdogs and as Elisabetta's family has always felt excluded from the 'Game', it's a perfect fit. And being a slightly less Battle-focused house, she as a Brava would be a little more of a rarity.

Battalia would be her second choice for reasons similar to those above. They would also be more likely than most to have recruited her sister.


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fatmanspencer wrote:
Elisabetta Filosa wrote:

Anyone that's played with me knows how I want my characters to finish. :)

"And they lived happily ever after!"™

It's the definitive element of any romance.

How did you get your character bio so formatted cleanly? I love it and wanna use it for Bianca

You're welcome to copy it. You'll just have to insert the bold or italic tags manually.


Anyone that's played with me knows how I want my characters to finish. :)

"And they lived happily ever after!"™

It's the definitive element of any romance.


Introducing Itzi's proposed character:

Elisabetta is an Altori Brava to House Battalia (or Bastian ... or Lovell - whichever is chosen).

Very short version of her background:

Her family came here when she was very young and her father found a position as a scribe within $HOUSE. Not long after that, both he and her mother died due to a fever that swept through the city, leaving her in the care of her older sister, Serana, who found a place as a guard within the House. Elisabetta runs loose in the streets gaining a name for herself among the street toughs.

Things change when a brutal assassination attempt is made on some of the heads of the House. Amid the destruction and carnage Elisabetta's sister vanishes and is assumed dead along with a number of the House Guard. Elisabetta takes a formal position with the House in part to discover more about what happened to her sister.

Full Name

Tilorean Vashnarstill

Race

Unchained Rogue 7

Classes/Levels

| HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

Gender

CG Male Human

Size

M

Age

18

Deity

Callistria

Languages

Taldane, Infernal, Sign Language; Draconic, Dwarven, Elven, Halfling, Kelish, Shadowtongue, Strix

Occupation

Aristocrat

Strength 12
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 12
Charisma 15

About Tilorean Vashnarstill

Description At just under 6', not many are taller than the young human trying not to look bored. His auburn hair glints of a deeper red as the light plays over the waves, which don't quite reach his shoulders. The active brown eyes move about nearly constantly, taking in everything in the area. Neither the slightly fat face nor hands show signs of difficult times or manual labor, though he does have a thicker wrist and the calluses of sword training. His clothing is new, clean, and in the current fashion, focused on the colors of blue and yellow, with black trim. A rapier and dagger both sit on his waist, combining with the thick wrist as an unspoken warning.

Background:
One thing about growing up in the nobility, money is never the same kind of problem as it is for most. Another is the political infighting, power plays, and secrets. The families that do the best at working together and opposing the other families tend to fare better over time.

Tilorean was sent to the Alabaster Academy for his formal education. He saw an opportunity to build advantage, and started writing papers for other students, for fees and favors, of course. About the time he managed to display a variety of handwriting, copying that of the student the paper was for, his father, Doshtanak, and his grandfather, the Baron, sat him down for a conversation at home. He had crossed a line. Not one into unacceptable behavior, but one indicating how he might best serve the family moving forward. Tilorean was going to learn more about keeping, and finding others', secrets.

He continued atending all the standard classes at the Acedmy, but hsi little business vanished. He also began training with one of his father's cousins, Elifex. Elifex exposed Tilorean to another side of the power plays in the lives of the nobility, and as he learned how to discover the secrets being hidden, he began to learn more about corruption, selfishness, and abuse than he had known there was to learn. He realzed how important the role he was preparing for could be, as it helps identify who cold be trusted, and how far.

Too much exposure to these sorts fo evils for a good-hearted young man creates unhealthy stress which has to be released. Claiming it was part of his training, with Elifex's support to hsi family, Tilorean began the time-honored noble tradition of slumming as an escape. The story, and inevitable truth, was that the time spent among the less fortunate would teach Tilorean things the academy works hard at ignoring.

As it seems all the stories warn us, Til met his first love while slumming. Her name was Ginnie Sarini. Unlike most fo the stories, Ginnie wasn't perfect. She was deaf. The two had about 14 months of adventure and excitement together before the sudden change in Kintargo. One night, s they were going to a tavern, their paths intersected a group of Order of the Rack Hellknights on a mission. Facing the wrong way, Ginnie neither saw them nor heard their instructionsto move out of the way. She did see Til's reaction to them, but was unable to respond in time. One of them cut her down for behind simpy because she was in his way.

The fire in Til's heart changed that night. Thrune had ben working hard to get everyone to dislike him, but Tils dislike had just been fanned into an active desire to rid the world of Lord-Mayor Barzillai Thrune, Paralictor Kyrre Ekodyre, and the Order of the Rack. The people he blames for Ginnie's meaningless death. As Til calms down over time, he's unlikely to want to kill that many people in retribution, but his family lessons taught him to never forget the names on the top of the list, because they are the ones whose power leads to the actions of their houses and organizations.

Tilorean Vashnarstill is, technically, in line to inherit the Baron title. There are two uncles, their progeny, and his own father, Doshtanyak, between him and the title, though.


Combat:
Init +5 (5 Dex)
Speed 30'

Melee +6; Ranged/Finesse +10; CMB +6/10 (BAB+5; Strength+1; Dexterity+5)

Hand Crossbow +10 for 1d4 @ 19+ (P, 30')
(Ranged)
+1 Adamantine Rapier +11 for 1d6+6 @ 18+ (P)
(Finesse, +1)
Dagger, Alchemical Silver +10 for 1d4+4 @ 19+ (P or S)
(Finesse)
Sap +10 for 1d6+1 @ x2 (B, Nonlethal)
(Finesse)
Underwater Light Crossbow +10 for 1d8 @ 19+ (P, 80')
(Ranged)

Bleeding Attack: Inflict Sneak Attack number of dice as non-stacking Bleed Damage on successful Sneak Attack
Debilitating Injury: Bewildered (-2 AC); Disoriented (-2 Attack); Hampered (half move)
Deft maneuvers: +2 CMB for Dirty Trick, Disarm, Reposition, Steal, Trip w/o provoking; Feint as move action
Sneak Attack +4d6

AC 21, T15, FF16, CMD21 (6 Armor, 1 Str, 5 Dex, 5 BAB)

Danger Sense +2: to AC vs Traps
Deft Maneuvers: +2 CMD vs Dirty Trick, Disarm, Reposition, Steal, Trip
Uncanny Dodge: Cannot be caught flat-footed, does not lose Dex vs invisible opponents, can be immobilized or feinted for Dex loss

HP 40 (8 + 5 + 3 + 3 + 3 + 5 + 6 + [7xCon+1])

Fort +4 (Base+2, +1 Con, +1 Resistance)
Ref +11 (Base+5, +5 Dex +1 Resistance)
Will +4 (Base+2, +1 Wis +1 Resistance)

Danger Sense +2: to Reflex vs Traps
Evasion


Skills:
8+2 Int+1 Skilled+1 Favored Class for 12 Adventuring skills and 2 Background skills per level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional) [Notes]
+ 5-Acrobatics (Dex) 5+0+0(+ACP)
+12 Appraise (Int) 2+7+3 [Background]
+14+Bluff (Cha) 2+7+3+2 Deceitful(+2 Gesture Expertise to send hidden messages)
+ 1-Climb (Str) 1+0+0(+ACP)
+ 2 Craft (Int) 2+0+0
+14 Diplomacy (Cha) 2+7+3+2 Persuasive
+20-Disable Device (Dex) 5+7+3+3 Trapfinding+2 Deft Hands(+2 MW Thieves' Tools)(+ACP)
+14+Disguise (Cha) 2+7+3+2 Deceitful(+2 Disguise Kit)
+ 5-Escape Artist (Dex) 5+0+0(+ACP)
+ 4 Intimidate (Cha) 2+0+0+2 Persuasive
+13 Knowledge (local) (Int) 2+7+3+1 Noble Scion (Vashnerstill)
+15 Knowledge (nobility) (Int) 2+7+3+2 Noble Scion (Vashnerstill)+1 Child of Kintargo [Background]
+12+Linguistics (Int) 2+7+3(+2 Gesture Expertise to understand gestures)(+2 Forger's Kit to make forgeries)
+16+Perception (Wis) 1+7+3+2 Alertness+3 Skill Focus(+4 Canny Observer to overhear conversation or find concealed or secret objects)(+3 Trapfinding to locate traps)(+2 Danger Sense to avoid surprise)
+12 Perform (dance)( Cha) 2+7+3
+13 Sense Motive (Wis) 1+7+3+2 Alertness
+17-Sleight of Hand (Dex) 5+7+3+2 Deft Hands(+ACP)
+15-Stealth (Dex) 5+7+3(+ACP)
+ 1-Swim (Str) 1+0+0(+ACP)
+12 Use Magic Device (Cha) 2+7+3

ACP -0

Rogue's Edge: Perception: Range Penalty +1/20'; halve penalty for sleeping
Trap Spotter: AUTOMATIC Perception for Traps when w/i 10'

Languages: Taldane, Infernal, Sign Language; Draconic, Dwarven, Elven, Halfling, Kelish, Shadowtongue, Strix
DC 15 Linguistics to deliver messages to those who do NOT know sign language via gestures


Class Feature Selections:
** Finesse Training **
Light Blades use Dex for damage

**Rogue Talents **
2 Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
4 Canny Observer (Ex): When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus..
6 Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

**Rogue's Edge**
Perception
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.
20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.


Gear:
WBL 16,000 budget
TRAIT. Noble's Outfit 10#
TRAIT. Signet Ring
TRAIT. Kit, Forger's 6# (Pathfinder Pouch)
FREE.. Traveler's Outfit 5# (Handy Haversack)
xx,xx2.0.0 Crossbow Bolt, hand x20 (2#)
x3,020.0.0 Adamantine Rapier (2#,1d6/18+/P)
xx,xx1.0.0 Sap (2#,1d6/x2/B)
xx,x22.0.0 Dagger, Silver, Alchemical (1#,1d4-1/19+/10'/P or S)
xx,100.0.0 Crossbow, Hand (2#,1d4/19+/30'/P)
xx,x50.0.0 Kit, Disguise (8#, 10 uses) (Handy Haversack)
x2,000.0.0 Handy Haversack (5#)
+2 Mithral Shirt (10#, +6/+6/-0/10%/30')
x4,000.0.0 Belt of Incredible Dexterity +2 (1#)
x1,000.0.0 Cloak of Resistance +1 (1#)
xx,x75.0.0 Ioun Torch (-#)
xx,250.0.0 Traveler's Any-Tool (2#) (Handy Haversack)
x1,000.0.0 Pathfinder Pouch (1#)
x2,000.0.0 +1 Enhancement on Adamantine Rapier
xx,100.0.0 MW Thieves' Tools (2#) (Pathfinder Pouch)
xx,100.0.0 Miscellaneous Jewelry (to wear with Noble's Outfit)
15,820.0.0 Spent for 37# when carrying EVERYTHING; 32# w/o Handy Haversack
xx,100 Second Noble's Outfit
xx,x50 Additional jewelry for noble wear
xx,x70 Underwater Light Crossbow
xx,xx2 Full-sized Bolts (20)

5900 GP on hand

up to 43# Light
up to 86# Medium +3/-3/20'/x4
up to 130# Heavy +1/-6/20'/x3


Feats & Traits:
Elephant in the Room Base Options
Weapon Finesse Dexterity to attack for light, one-handed, agile weapons
Defensive Stance -2 attack for +2 dodge
Risky Strike -2 attack for +4 damage

Feats
1 Noble Scion (Vashnarstill): You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.
H Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
R Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with dirty trick, disarm, reposition, steal, and trip combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to dirty trick, disarm, reposition, steal, or trip you.
3 Deft Hands
5 Deceitful
7 Skill Focus (Perception)
Guardian: Persuasive

Traits
Campaign: Child of Kintargo You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Social: Gesture Expertise You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.


Unchained Rogue:
Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
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).
Skill Points at each Level: 8 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge
Weapon and Armor Proficiencies: 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.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, 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 group at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex): 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.
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue’s Edge (Ex): 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 (see page 82) 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.
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
Master Strike (Ex): At 20th level, 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 for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt 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 Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, 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.

Human (ARG):
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Attributes:
25 Point Buy
Base Race Level Magic Current
2 12 +0 12 +0 12 +0 S 12 +1
7 15 +2 17 +1 18 +2 D 20 +5
2 12 +0 12 +0 12 +0 C 12 +1
5 14 +0 14 +0 14 +0 I 14 +2
2 12 +0 12 +0 12 +0 W 12 +1
7 15 +0 15 +0 15 +0 H 15 +2