Damiel

Estel Cestdelo's page

78 posts. Alias of hustonj.


Full Name

Estel Cestdelo

Race

Rogue 1; HP 8/8 | AC16/T14/FF12/CMD15 | CMB+1 | F-1/R+6/W+2 | Init+4 | Perc+8+ (Low-Light,), SM+2, Stealth+4- | Spd30'(30')

Gender

M; Elf

Alignment

CG

Languages

Taldane (Common), Elven; Celestial, Draconic; Azlanti; Thassalonian

Occupation

Pathfinder

Strength 13
Dexterity 18
Constitution 8
Intelligence 14
Wisdom 14
Charisma 10

About Estel Cestdelo

Background 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
Dagger +1 for 1d4+1 @ 19+, P or S (+4 thrown over 10') (MW Silver option)
Sap +1 for 1d6+1 nonlethal @ x2, B
Short Sword +1 for 1d6+1 @ 19+, P
Composite Longbow +4 for 1d8 @ x3 over 110', P (20 arrows)

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)
Ref +6 (Base +2, Dex +4)
Will +2 (Base +0, Wis +2)

Immune to magic sleep effects
+2 racial bonus against enchantment spells and 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:
Acrobatic, Agile Maneuvers, Alertness, Breadth of Experience, Deft Hands, Disable Dweomer, Dodge (Mobility, Canny Tumble), Extra Rogue Talent, Great Fortitude, Magical Aptitude, Sharp Senses, Skill Focus, Weapon Finesse, Weapon Focus

** Traits **
Campaign: Exchange Agent: Linguistics is a class skill with a +1 Trait bonus. Home is Mordant Spire, with Azlanti as a Bonus Language.
Combat: Blade of the Society: You gain a +1 trait bonus on damage rolls from sneak attacks.

** Rogue Tricks **
2
4
6
8
10
12
14
16
18
20


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)
20.7.0 on hand

50# Light Encumbrance - By armor
100# Medium Encumbrance - +3/-3/20'/x4
150# Heavy Encumbrance - +1/-6/20'/x3


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.
Sneak Attack Talents
Crippling Strike (Ex) (PRPG Core Rulebook pg. 69): 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.
Deadly Sneak (Ex) (Advanced Player's Guide pg. 1): Whenever a rogue with this talent uses the powerful sneak rogue talent, she treats all 1s and 2s on the sneak attack damage dice as 3s. A rogue must have the powerful sneak rogue talent before choosing this talent.
Dispelling Attack (Su) (PRPG Core Rulebook pg. 70): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.
Entanglement of Blades (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 target cannot take a 5-foot step until the beginning of the rogue’s next turn.
Other Talents
Deadly Cocktail (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons’ frequency is extended by 50% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time.
Defensive Roll (Ex) (PRPG Core Rulebook pg. 69): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
Fast Tumble (Ex) (Advanced Player's Guide pg. 1): When a rogue with this talent uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
Feat (PRPG Core Rulebook pg. 70): A rogue may gain any feat that she qualifies for in place of a rogue talent.
Frugal Trapsmith (Ex) (Advanced Player's Guide pg. 1): When a rogue with this talent constructs a mechanical trap, she only pays 75% of the normal cost.
Hunter’s Surprise (Ex) (Advanced Player's Guide pg. 1): 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.
Improved Evasion (Ex) (PRPG Core Rulebook pg. 70): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Knock-Out Blow (Ex) (Advanced Player's Guide pg. 1): Once per day, the rogue can forgo her sneak attack damage to attempt to knock out an opponent. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does normal damage, but instead of dealing sneak attack damage (and instead of any effect that triggers when the rogue deals sneak attack damage), the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.
Master of Disguise (Ex) (Advanced Player's Guide pg. 1): Once per day, a rogue with this talent gains a +10 bonus on a single Disguise check.
Opportunist (Ex) (PRPG Core Rulebook pg. 70): Once per round, 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. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Redirect Attack (Ex) (Advanced Player's Guide pg. 1): 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.
Skill Mastery (PRPG Core Rulebook pg. 70): The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex) (PRPG Core Rulebook pg. 70): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Stealthy Sniper (Ex) (Advanced Player's Guide pg. 1): When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.
Thoughtful Reexamining (Ex) (Advanced Player's Guide pg. 1): Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.


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.