About Estel Cestdelo
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.
Init +4 (Dex+4)
Low-Light, Constant Detect Magic
Melee +1, Ranged/Finesse +4, CMB +1 or +4 (BAB+0, Str+1, Dex+4)
Deft Maneuvers: +2 CMB on Disarm/Trip attempts; do not provoke
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)
Deft Maneuvers: +2 CMD vs Disarm/Trip attempts
HP 9 (1x8 + 1xCon+0 +1xFavored Class+1)
Fort +0 (Base +0, Con +0)
Class 8 + Int +3=11 Adventuring Skills Trained per level; 1 Background Skill Trained per level; 3 additional Background Skill Points at Level 1
Bonus Skill Name Attribute+Ranks+Class+Specified(+Conditional)[+Overridden]
+ 8-Acrobatics 4+1+3-AP
+ 7 Appraise 3+1+3
+ 7 Artistry (Literature) (BG) 3+1+3
+ 0 Bluff 0+0+0
+ 1-Climb 1+0+0-AP
+ 3 Craft () 3+0+0
+ 7 Diplomacy 3+1+3
+ 8~Disable Device 4+1+3-AP(+Trapfinding+1)(+MW Tools+2)
+ 0 Disguise 0+0+0
+10-Escape Artist 4+1+3+Slender+2-AP
+ 4-Fly 4+0+0-AP
+ 2 Heal 2+0+0
+ 0 Intimidate 0+0+0
+ 4 Knowledge (Geography) (BG) 3+1+0
+ 4 Knowledge (History) (BG) 3+1+0
+ 7 Knowledge (Local) 3+1+3
+ 4 Knowledge (Nobility) (BG) 3+1+0
+ 8 Linguistics 3+1+3+Exchange Agent+1
+11+Perception 2+1+3+Keen Senses+2+Skill Focus+3(+Trapfinding+1)
+ 0 Perform () 0+0+0
+ 4-Ride 4+0+0-AP
+ 6 Sense Motive 2+1+3
+ 8-Sleight of Hand 4+1+3-AP
+ 8-Stealth 4+1+3-AP
+ 2 Survival 2+0+0
+ 1-Swim 1+0+0-AP
AC Penalty -0
Languages Known: Race:Taldane (Common), Elven,; Int: Celestial, Draconic, Sylvan; Exchange Agent: Azlanti; Linguistics: Thassalonian
Feats, Traits, Rogue Tricks:
** Feats **
UR Deft Maneuvers
1 Skill Focus (Perception)
** Traits **
** Rogue Tricks **
Rolled 140 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#)
xx1.0.0 Belt Pouch (.5#)
xxx.5.0 Waist Pouch (.5#)
xxx.1.0 Bedroll (5#)
xxx.2.0 Mess Kit (1#)
x10.0.0 Short Sword (1d6/19+/2#/P)
xx1.0.0 Sap (1d6/x2/2#/B/nonlethal)
xx2.0.0 Dagger (1d4/19+/10'/1#/P or S)
FREEx Sling (1d4/x2/50'/-#/B)
xxx.1.0 Sling Bullets, x10 (5#)
x10.0.0 Leather Armor (+2/+6/-0/10%/30'/15#)
127.9.0 spent for 48# (36# w/o pack)
50# Light Encumbrance - By armor
Unchained Rogue (Relic Raider):
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: The Rogue (Unchained)'s class skills are 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.
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 Curse sense, debilitating injury, rogue talent
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 Disable curse, 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): (Modified by Elephant in the Room Feat Tax document) 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).
Curse Sense (Ex): At 4th level, a relic raider adds 1/2 her rogue level on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects).
In addition, the relic raider gains a +1 bonus on saving throws against curses and haunts and a +1 dodge bonus to AC against attacks by haunts. These bonuses increase by 1 at 6th level and every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces uncanny dodge.
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.
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.
Disable Curse (Su): At 8th level, a relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability once per day at 8th level. At 12th level and every 4 rogue levels thereafter, a relic raider can use disable curse one additional time per day. This ability replaces improved uncanny dodge.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose advanced talents in place of a rogue talent. A relic raider can select the following advanced talents. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before making the attack roll.
Cursed Strike* (Su): Once per day, when the relic raider would normally deal sneak attack damage, she can instead forgo all bonus damage to attempt to curse her target (as per the spell bestow curse). The save is DC equal to 10 + 1/2 the relic raider’s rogue level + her Intelligence modifier. A relic raider must have the major magic rogue talent before choosing cursed strike. The relic raider can use this ability an additional time per day at 15th level and 20th level.
Etheric Strike* (Su): With a successful sneak attack against haunts or undead, the relic raider can deal her sneak attack damage as positive energy damage rather than physical damage. The additional damage affects undead that are normally immune to sneak attacks because of their lack of a discernible anatomy (such as ghosts). A relic raider can make an etheric strike a number of times per day equal to 3 + her Charisma modifier.
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.
Requirements: To qualify to become a Pathfinder delver, a character must fulfill the following criteria.
Skills: Acrobatics 5 ranks, Disable Device 4 ranks, Knowledge (history) 4 ranks, Perception 5 ranks.
Special: Must have recovered an object of historical significance from an ancient ruin or similar historic location. The nature of this object can vary, but it must be presented to a Pathfinder Lodge and be verified by an agent there. The object need not be handed over to the Society— in most cases, these objects are ancient magical items discovered in the course of adventuring and remain in the possession of the Pathfinder delver. Ioun stones are some of the more commonly presented items for this purpose.
Class Skills: The Pathfinder Delver's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Hit Die: d8.
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Bardic knowledge, master explorer
2nd +1 +1 +1 +1 Surefooted, trap sense +1
3rd +2 +1 +2 +1 Thrilling escape 1/day, guardbreaker
4th +3 +1 +2 +1 Resourceful disabler, vigilant combatant
5th +3 +2 +3 +2 Left for dead, trap sense +2
6th +4 +2 +3 +2 Fortunate soul 1/day
7th +5 +2 +4 +2 Thrilling escape 2/day
8th +6 +3 +4 +3 Trap sense +3
9th +6 +3 +5 +3 Thrilling escape 3/day, true seeing 1/day
10th +7 +3 +5 +3 Fortunate soul 2/day, nick of time
The following are class features of the Pathfinder delver prestige class.
Bardic Knowledge (Ex): This ability is identical to the bard class feature of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.
Master Explorer (Ex): A Pathfinder delver adds half his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Pathfinder delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered, and he can use Disable Device to disarm magical traps.
Surefooted (Ex): At 2nd level, a Pathfinder delver can move through difficult terrain at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.
Trap Sense (Ex): This ability functions as (and stacks with) the rogue class feature of the same name, save that a Pathfinder delver gains the bonuses at 2nd level and they increase every 3 levels thereafter.
Thrilling Escape (Ex): At 3rd level, a Pathfinder delver can attempt to delay a trap immediately after triggering it. To use this ability, he attempts a Disable Device check as an immediate action against the trap’s Disable Device DC; if he’s successful, the trap’s activation is delayed until the end of his next turn. The Pathfinder delver can attempt this check even if the trap was triggered by a failed Disable Device check. The Pathfinder delver can do this once per day at 3rd level, twice per day at 7th level, and three times per day at 9th level.
Guardbreaker (Ex): At 3rd level, a Pathfinder delver’s familiarity with the strange guardians often left in tombs allows him to attack them more effectively. He can treat his trap sense bonus as if it were a favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any favored enemy bonuses gained from ranger levels or similar class features.
Resourceful Disabler (Ex): Pathfinder delvers are adept at making use of what’s at hand. At 4th level, a Pathfinder delver can use the Disable Device skill without tools at no penalty.
Vigilant Combatant (Ex): At 4th level, a Pathfinder delver adds half his class level on initiative checks.
Left for Dead (Su): At 5th-level, a Pathfinder delver can cheat death once per day. If he would be killed by a melee attack, ranged attack, or effect that requires a saving throw, he is instead reduced to –1 hit points and knocked unconscious, but is stable. He appears dead (though a character who succeeds at a DC 25 Heal check or who uses an ability such as deathwatch can tell he is not) for 1 minute, after which he regains 1 hp and becomes conscious (unless healed sooner).
Fortunate Soul (Su): Once per day at 6th level, the Pathfinder delver can reroll any saving throw he has just attempted. He must choose to use this ability before the results are revealed and must take the second result even if it’s worse. He can use this ability twice per day at 10th level.
True Seeing (Sp): At 9th level, a Pathfinder delver can use true seeing once per day (CL = his class level).
Nick of Time (Ex): Once per day at 10th level, a Pathfinder delver can use an immediate action to perform an action that normally requires a standard action to perform.
+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.
Slender: Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces elven immunities.
Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
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.
25 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
x2 12 .-2 10 +0 10 +0 C 10 +0
x5 14 +2 16 +0 16 +0 I 16 +3
x5 14 +0 14 +0 14 +0 W 14 +2
xx 10 +0 10 +0 10 +0 H 10 +0
Early focus on finding things.
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.