Count Lucinean Galdana

Manos Tavore's page

89 posts. Alias of DBH.


Full Name

Manos Tavore

Race

Human

Classes/Levels

Rogue10, Hp 73, Ac 22, Fort + 6, Ref + 14, Will + 5, Perception + 13, Init +5

Gender

Male

Strength 16
Dexterity 20
Constitution 12
Intelligence 16
Wisdom 10
Charisma 12

About Manos Tavore

MANOS TAVORE

Male Human (Taldan) Rogue 10, NG Medium humanoid (human)

Init +5; Senses Perception +13,

Languages Aquan, Common, Draconic, Dwarven, Kelish, Read Lips, Skald, Sylvan, Tien, Vudrani

DEFENSE: AC 22, touch 15, flat-footed 22 (+7 armor, +5 Dex, )

hp 73 (10d8)+20. Fort +6, Ref +14, Will +5, +3 Reflex to avoid traps, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Defensive Abilities Danger Sense +3, Evasion, Improved Uncanny Dodge, Uncanny Dodge,

OFFENSE: Speed 40 ft.
Melee rapier +1 (adamantine) +13/+8 (1d6+4/18-20)
Ranged pistol +1 +13/+8 (1d8+2/x4), within 30 ft. +14/+9 (1d8+2)
Melee silver dagger, masterwork +13/+8 (1d4+4/19-20)
Ranged silver dagger, masterwork (thrown) +13/+8 (1d4+5/19-20), within 30 ft. +14/+9 (1d4+5)
Melee dagger +1 (cold iron) +13/+8 (1d4+6/19-20)
Ranged dagger +1 (cold iron/thrown) +13/+8 (1d4+7/19-20), within 30 ft. +14/+9 (1d4+7)
Ranged masterwork crossbow, light +13/+8 (1d8/19-20), within 30 ft. +14/+9 (1d8+1)

Special Attacks Sneak Attack 5d6,

STATISTICS: Str 16, Dex 20, Con 12, Int 16, Wis 10, Cha 12

Base Atk +7; CMB +10; CMD 25

Feats Exotic Weapon Proficiency (Firearms), Fast Learner, Improved Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse

Skills
Acrobatics +16,
Acrobatics (Jump) +25,
Appraise +10,
Bluff +10, Climb +11,
Craft (Alchemy) +8,
Craft (Untrained) +3,
Diplomacy +9,
Disable Device +25,
Disguise +6,
Escape Artist +14,
Intimidate +8,
Knowledge (Dungeoneering) +10,
Knowledge (Local) +13,
Linguistics(Aquan, Dwarven, Kelish, Sylvan, Tien, Vudrani) +12,
Perception +13,
Perception (Avoid Surprise) +16,
Perception (Trapfinding) +18,
Profession (Sailor) +7,
Sense Motive +12,
Sleight of Hand +17,
Stealth +18,
Survival +10,
Swim +11, Use
Magic Device +12,

SQ Bonus Feat, Debilitating Injury, Fast Stealth, Finesse Training, Firearm Training, Rogue's Edge, Skill unlock perception 5 Ranks, Skill unlock perception 10 Ranks, Skill unlock stealth 5 Ranks, Skill unlock stealth 10 Ranks, Skilled, Surprise Attack, Trapfinding, Trap Spotter, Weapon Choice (Dagger), Weapon Snatcher,

Possessions rapier +1 (adamantine); outfit (cold-weather); cloak of resistance +2; mithral shirt +3; belt of physical might (str/dex) +2; boots of striding and springing; thieves' tools (masterwork); weapon cord; Pistol +1 ; Handy Haversack [ Grappling Hook, Common; Rope (Silk/50 ft.); Mess Kit; Survival Kit (Masterwork); Shaving Kit; Bedroll; Blanket (Winter); Oldlaw Whiskey (Bottle) (x2); Rations (Trail/Per Day) (x10); Wire Saw (Adamantine); Shovel, Common; ]; Wrist Sheath, Spring Loaded [ Dagger +1 (Cold Iron); ]; Wrist Sheath, Spring Loaded [ Silver Dagger, Masterwork; ]; Waterproof Bag [ Bullet (Firearm/30); Black Powder (x30); ]; Canteen ; Belt Pouch [ Sewing Needle; String (50 ft.); ]; Masterwork Crossbow, Light ;

SPECIAL ABILITIES

Danger Sense (Ex) You gain a +3 bonus on Reflex saves to avoid traps and a +3 dodge bonus to AC against attacks by traps. In addition, you gain a +3 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for 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 (if you have trap sense from another class).

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.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.

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.

Firearm Training (Ex) A rogue with this talent gains Exotic Weapon Proficiency (firearms).

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 14.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Rogue's Edge (Ex) You have mastered 2 skills beyond those skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.

Skill unlock perception 5 Ranks You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Skill unlock perception 10 Ranks The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.

Skill unlock stealth 5 Ranks Reduce the Stealth penalty from sniping by 10.

Skill unlock stealth 10 Ranks Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 5d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted. You add 5 to your sneak attack damage rolls made during the surprise round.

Trapfinding (Ex) You add +5 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Choice (Dagger) (Ex) Dexterity to Damage with Dagger

Weapon Snatcher (Ex) A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.