Rogue

Giovanni Stellaluce's page

725 posts. Organized Play character for OG3.


Full Name

Giovanni Stellaluce

Race

Human

Classes/Levels

Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+7 W +1 | Init +3 | Perc +8 (+9 Danger Sense) | Active Conditions: Evasion, Feather fall (1/day)

About Giovanni Stellaluce

Giovanni Stellaluce
Male human (Chelaxian) unchained rogue (investigator) 5 (Pathfinder RPG Advanced Player's Guide 133, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 21, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +2 shield)
hp 33 (5d8+5)
Fort +2, Ref +7, Will +1
Defensive Abilities danger sense +1, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 spiral rapier +6 (1d6+4/18-20 plus 3d6 sneak attack)
Ranged shortbow +6 (1d6/×3 plus 3d6 sneak attack)
Special Attacks sneak attack (unchained) +3d6
Rogue (Unchained) Spell-Like Abilities (CL 5th; concentration +7)
. . At will—minor magic
. . 2/day—major magic
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Statistics
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Str 12, Dex 17, Con 12, Int 14, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 18
Feats Combat Expertise, Equipment Trick (smokestick), Extra Rogue Talent[APG], Improved Feint, Weapon Finesse
Traits deep cover, extremely fashionable
Skills Acrobatics +10, Appraise +6, Bluff +12, Climb +5, Craft (alchemy) +6, Diplomacy +11, Disable Device +10, Disguise +6, Escape Artist +6, Intimidate +10, Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (local) +7, Knowledge (nobility) +11, Knowledge (religion) +3, Linguistics +7, Perception +8, Sense Motive +5, Stealth +8, Survival +0 (+2 to avoid becoming lost), Swim +5, Use Magic Device +10; Racial Modifiers follow up
Languages Azlanti, Common, Elven, Tien, Triaxian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (esoteric scholar, major magic, minor magic)
Combat Gear oil of daylight, potion of endure elements, potion of protection from evil (2), wand of cure light wounds, wand of heightened awareness (50 charges), acid (4), smokestick (5); Other Gear +1 chain shirt, +1 buckler, +1 spiral rapier, arrows (20), blunt arrows[APG] (20), shortbow, cracked mulberry pentacle ioun stone, greater talisman of beneficial winds[OA], wayfinder[ISWG], belt pouch, flint and steel, heritage book[UE], jewelry[UE], jewelry[UE], jewelry[UE], jewelry[UE], jewelry[UE], masterwork backpack[APG], masterwork thieves' tools, soap, trail rations (2), wrist sheath, spring loaded, wrist sheath, spring loaded, 4,286 gp, 6 sp, 8 cp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Esoteric Scholar (Ex) Can attempt knowledge checks even when untrained.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Major Magic (Vanish, 2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Acid Splash, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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