Jhofre Vascari

Ember Song's page

75 posts. Alias of Clebsch73.


Classes/Levels

Theme Music; Image 1

About Ember Song

Appearance: Ember is a handsome man, about 6'2" tall, with dark hair that is long enough to partly cover his ears and neck, a short beard that looks about 2 weeks old, and dark eyes (brown with a touch of gold). His hair is dark as any Varisian, but his skin is lighter, with Ustalavian jawline and nose. He is strong and athletic, with a graceful, knowing quality to his movements. He would appear to be in his mid-twenties. He wears nicely tailored black slacks, a black shirt, and a leather belt with a silver buckle that is a stylized raptor talon. His boots are also of good quality leather and lightweight.

Background: Unknown, but Ember has certain instincts to deal with problems by pretending to be something he's not and getting what he wants or needs using diplomacy, bluff, and intimidation. His possession of a set of thieves tools suggests he worked at defeating locks and traps. Perhaps he was a rake who made money pretending to be connected to various noble families and used this as a way to steal from them. Or perhaps he was a secret agent who was working undercover to discover some secret or find evidence of some crime.

Ember Song Image 1

Ember Song
Human unchained rogue 1
N Medium humanoid (human)
Init +4; Senses Perception +6

DEFENSE
AC 17, Touch 14, Flat-footed 13 (+3 armor, +4 Dex)
hp 9
Fort +1 Ref +6 Will +4
+2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors

OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6/18-20) or Dagger +4 (1d4/19-20) or shortsword +4 (1d6/19-20) or sap +4 (1d6, nonlethal)
Ranged Shortbow +4 (1d6/x3)(60 ft.) or Dagger +4 (1d4/19-20)(10 ft.)
Special Attacks sneak attack +1d6

STATISTICS
Str 10, Dex 18, Con 12, Int 8, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Iron Will
Traits Enduring Stoicism, Reactionary
Skills Acrobatics +7*, Bluff +8, Diplomacy +8, Disable Device +8*, Intimidate +7, Perception +6, Sense Motive +6, Stealth +7*
Default skills (no skill ranks) Appraise -1, Climb -1*, Disguise +2, Escape Artist +3*, Heal +2, Perform +2, Ride -1*, Survival +2, Swim -1*. *ACP included (-1).
Languages Common, Varisian
SQ Rationalize, Silver Tongue
Gear Studded leather, Dagger, rapier, short sword, sap, short bow, arrrows (20), Thieves' tools, cash 21 gp worth of coins.

Weapon and Armor Proficiency: 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 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. The rogue can select a second weapon at 11th level and a third at 19th level.

Iron Will
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Traits
Enduring Stoicism: Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn’t feel like it’s worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive.
You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.[/spoiler]