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About Estel CestdeloBackground Sketch:
Born on the Mordant Spire island to working Pathfinders, there was little doubt that Estel would be trained to become a field agent, though there was always some doubt if he would be willing to work in his parents' shadow. His mother, Lachien, is a wizard of some skill, but an amazing chronicler, always adding to the formal records every detail of anything she and her husband, Gladhron, managed to uncover. Estel took after his father more than his mother, but barely, and his training focused on how to find things, how to get to them without setting off anything put in place to protect them. They also ensured he learned about how to interact with the locals who might not appreciate Pathfinders snooping about, and, of course, how to document it all afterwards. Once his parents thought he was ready to try a field assignment, he immediately requested a transfer, answering that ages-old urge to get out of the nest and establish himself as an adult somewhere.
Thus Estel arrives at the Magnimar Pathfinder Lodge, ready to get started making his own name in the Society, while continuing to learn what he can of the Azlanti, even if through their descendants, the Thassalonians. Having been raised on the Mordant Spire, Estel's outlook has been marked by what is known of Azlanti philosophy. He reveres both Desna and Findeladlara. The Wandering Star guides those who seek something new, something they did not know was there. The Guiding Hand encourages the appreciation of what others have wrought, of the things that people have made. The two together seem a natural pairing for anyone raised to become a Pathfinder. Estel is driven to find things which have been lost, to find their perspective, their place in the world, and to understand why they exist and how they might be used in today's Golarion. He also truly simply appreciates things of beauty, and loves the fact that sometimes things are made to be beautiful, nothing more. That purpose is more than enough to justify the existence of a thing.
Combat:
Init +4 (Dex+4)
Speed 30' Low-Light Melee +1, Ranged/Finesse +4, CMB +1 (BAB+0, Str+1, Dex+4) Standard Attacks
Sneak Attack: +1d6 damage AC 16, T 14, FF 12, CMD 15 (Armor +2, Dex +4, Deflection +0, Dodge +0, Natural +0, Shield +0, BAB +0, Str +1) HP 8 (1x8 + 1xCon-1 +1xFavored Class+1) Ring of Feather Falling Fort -1 (Base +0, Con -1)
Immune to magic sleep effects
Skills:
Class 8 + Int +2=10 Adventuring Skills Trained per levelnts at Level 1
Bonus Skill Name Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 8-Acrobatics (Dex) 4+1+3+ACP + 6 Appraise (Int) 2+1+3 + 0 Bluff (Cha) 0+0+0 + 5-Climb (Str) 1+1+3+ACP + 2 Craft (Int) 2+0+0 + 0 Diplomacy (Cha) 0+0+0 +12~Disable Device (Dex) 4+1+3+3 Skill Focus+1 Trapfinding+ACP(=2 MW Thieves' Tools) + 0 Disguise (Cha) 0+0+0 + 8-Escape Artist (Dex) 4+1+3+ACP + 4-Fly (Dex) 4+0+0+ACP + 0 Handle Animal (Cha) 0+0+0 + 2 Heal (Wis) 2+0+0 + 0 Intimidate (Cha) 0+0+0 + 6 Knowledge (dungeoneering) (Int) 2+1+3 + 6 Linguistics (Int) 2+1+3 + 8+Perception (Wis) 2+1+3+2 Keen Senses(+1 Trapfinding to find traps) + 0 Perform (Cha) 0+0+0 + 4-Ride (Dex) 4+0+0+ACP + 2 Sense Motive (Wis) 2+0+0 + 4-Stealth (Dex) 4+0+0+ACP + 2 Survival (Wis) 2+0+0 + 5-Swim (Str) 1+1+3+ACP + 4 Use Magic Device (Cha) 0+1+3 AC Penalty -0 Languages Known: Race:Taldane (Common), Elven,; Int: Celestial, Draconic; Exchange Agent: Azlanti; Linguistics: Thassalonian
Feats, Traits, Rogue Tricks:
** Feats **
1 Skill Focus (Disable Device) 3 5 7 9 11 13 15 17 19 Potential Feat selection from authorized Sourc Material:
** Traits **
** Rogue Tricks **
Gear:
240 GP budget
100.0.0 MW Thieves' Tools (2#) FREEx Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, leather vest, gloves, cloak, scarf) xx2.0.0 Common Backpack (2#) xx1.0.0 Waterskin (4#) - Pack xx2.0.0 Belt Pouch, x2 (1#) xxx.1.0 Bedroll (5#) - Pack xxx.2.0 Mess Kit (1#) - Pack x10.0.0 Short Sword (2#, 1d6/19+/P) xx1.0.0 Sap (2#, 1d6/x2/B/nonlethal) xx2.0.0 Dagger (1#, 1d4/19+/10'/P or S) 100.0.0 Composite Longbow (3#, 1d8/x3/110'/P) xx1.0.0 Normal Arrows, x20 (3#) x10.0.0 Leather Armor (15#, +2/+6/-0/10%/30') During play: Ring of Feather Falling MW Silver Dagger (1#) 229.3.0 spent for 50# (38# w/o pack)
50# Light Encumbrance - By armor
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 Sneak attack +1d6, trapfinding 2nd +1 +0 +3 +0 Evasion, rogue talent 3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1 4th +3 +1 +4 +1 Rogue talent, uncanny dodge 5th +3 +1 +4 +1 Sneak attack +3d6 6th +4 +2 +5 +2 Rogue talent, trap sense +2 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 Sneak attack +5d6, trap sense +3 10th +7/+2 +3 +7 +3 Advanced talents, rogue talent 11th +8/+3 +3 +7 +3 Sneak attack +6d6 12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4 13th +9/+4 +4 +8 +4 Sneak attack +7d6 14th +10/+5 +4 +9 +4 Rogue talent 15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5 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 Rogue talent, trap sense +6 19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6 20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. 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 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. Evasion (Ex): 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. 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. Trap Sense (Ex): 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. Uncanny Dodge (Ex): Starting 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 Dex 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 (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Improved Uncanny Dodge (Ex): A rogue of 8th level or higher 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 two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent. Master Strike (Ex): Upon reaching 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 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. Potential Rogue Talents:
Sneak Attack Talents
Befuddling Strike (Ex) (Advanced Player's Guide pg. 1): When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds. Bleeding Attack (Ex) (PRPG Core Rulebook pg. 68): 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 DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Distracting Attack (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack. Offensive Defense (Ex) (Advanced Player's Guide pg. 1): 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 1 round. Powerful Sneak (Ex) (Advanced Player's Guide pg. 1): Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s. Slow Reactions (Ex) (PRPG Core Rulebook pg. 68): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round. Other Talents Assault Leader (Ex) (Advanced Player's Guide pg. 1): Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action. Camouflage (Ex) (Advanced Player's Guide pg. 1): Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage. Canny Observer (Ex) (Advanced Player's Guide pg. 1): 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. Charmer (Ex) (Advanced Player's Guide pg. 1): Once per day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. Coax Information (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. Combat Swipe (Advanced Player's Guide pg. 1): A rogue who selects this talent gains Improved Steal as a bonus feat. Combat Trick (PRPG Core Rulebook pg. 68): A rogue that selects this talent gains a bonus combat feat (see Feats). Cunning Trigger (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed. Expert Leaper (Ex) (Advanced Player's Guide pg. 1): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet. Fast Fingers (Ex) (Advanced Player's Guide pg. 1): Once per day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. Fast Getaway (Ex) (Advanced Player's Guide pg. 1): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement. Fast Picks (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action. Fast Stealth (Ex) (PRPG Core Rulebook pg. 68): This ability allows a rogue to move at full speed using the Stealth skill without penalty. Finesse Rogue (PRPG Core Rulebook pg. 68): A rogue that selects this talent gains Weapon Finesse as a bonus feat. Follow Clues (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can use Perception to follow tracks as per the Survival skill. Guileful Polyglot (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself. Hard to Fool (Ex) (Advanced Player's Guide pg. 1): Once per day, a rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. Honeyed Words (Ex) (Advanced Player's Guide pg. 1): Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability one additional time per day for every five rogue levels she possesses. Lasting Poison (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a full-round action, or a standard action if the rogue has the swift poison talent. Ledge Walker (Ex) (PRPG Core Rulebook pg. 68): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces. Major Magic (Sp) (PRPG Core Rulebook pg. 68): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent. Minor Magic (Sp) (PRPG Core Rulebook pg. 68): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent. Peerless Maneuver (Ex) (Advanced Player's Guide pg. 1): Once per day, a rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. Positioning Attack (Ex) (Advanced Player's Guide pg. 1): Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. Quick Disable (Ex) (PRPG Core Rulebook pg. 68): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). Quick Disguise (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes. Disguise Time Minor details only 1 full-round action Disguise as a different gender 1 minute Disguise as a different race 1 minute Disguise as a different age category 1 minute Disguise as a different size category 1 minute Quick Trapsmith (Ex) (Advanced Player's Guide pg. 1): As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion. Resiliency (Ex) (PRPG Core Rulebook pg. 68): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. Rogue Crawl (Ex) (PRPG Core Rulebook pg. 68): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling. Snap Shot (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent may treat her intitiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect. Sniper’s Eye (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune. Stand Up (Ex) (PRPG Core Rulebook pg. 68): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe. Strong Impression (Advanced Player's Guide pg. 1): A rogue who selects this talent gains Intimidating Prowess as a bonus feat. Surprise Attack (Ex) (PRPG Core Rulebook pg. 69): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted. Survivalist (Advanced Player's Guide pg. 1): A rogue with this talent adds Heal and Survival to her list of class skills. Swift Poison (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can apply poison to a weapon as a move action, instead of a standard action. Trap Spotter (Ex) (PRPG Core Rulebook pg. 69): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. Weapon Training (PRPG Core Rulebook pg. 69): A rogue that selects this talent gains Weapon Focus as a bonus feat. At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
Elf:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Attributes:
20 Point Buy
Points Race Level Gear Current x3 13 +0 13 +0 13 +0 S 13 +1 10 16 +2 18 +0 18 +0 D 18 +4 xx 10 .-2 x8 +0 x8 +0 C x8 -1 x2 12 +2 14 +0 14 +0 I 14 +2 x5 14 +0 14 +0 14 +0 W 14 +2 xx 10 +0 10 +0 10 +0 H 10 +0 Advancement Thoughts:
Early focus on finding things. 2 - Canny Observer Rogue Trick 3 - Alertness Feat 4 - Trap Spotter Rogue Trick 5 - Sharp Senses Feat Figure on focusing on Disable device afterwards, but, I realize no plan survives first contact with the enemy, and will need to see what the group NEEDS Estel to focus on, in case it is different.
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