Sian Daemodus

Morazzone Garibaldi's page

6 posts. Alias of Freddy Honeycutt.


Full Name

Morazzone Garibaldi

Race

Tiefling

Classes/Levels

Rogue (Swashbuckler) 2

Gender

Male

Size

Medium

Age

22

Special Abilities

Darkvision 60, Darkness 1/day,

Alignment

LN

Languages

Common, Abyssal, Infernal, Celestial

Strength 16
Dexterity 15
Constitution 15
Intelligence 14
Wisdom 10
Charisma 6

About Morazzone Garibaldi

Tieflings

Spoiler:

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.

Darkvision: Tieflings see in the dark up to 60 feet.

Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Rogue Talent Trapspotter

Spoiler:

(Ex): 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.

Initiative
[dice] 1d20+2[/dice]
(+2 dex)

Perception
[dice] 1d20+5 [/dice]

Speed 30

Offense

Spoiler:

Greatsword
[dice]1d20+4 [/dice]
Damage [dice] 2d6+5 [/dice]

Sneak attack
[dice] 1d6+1 [/dice]

Scorpion whip
[dice] 1d20+4 [/dice]
Damage [dice] 1d4+3 [/dice]
disarm, reach, trip

Shortbow, common arrows
Attack [dice] 1d20+3[/dice]
Damage [dice] 1d8+1 [/dice]

Sneak Attack
[dice] 1d6+1 [/dice]

blanched arrows, adamantine, silver, cold iron
Attack [dice] 1d20+3[/dice]
Damage [dice] 1d8 [/dice]

Defense

Spoiler:

Hit points 23

Armor Class 16
Chain Shirt +4 +4 -2
+2 dex

Fort +2
Reflex +6
Will +0

cold, electricity, fire resistance 5

Evasion (Ex)
At 2nd level or higher, a rogue can avoid damage from many area-effect attacks. If a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Skills

Spoiler:
:

*Acrobatics 8 (+2 rank, +3 dex, +3 class)
*Appraise 3
*Bluff 6 (+1 rank, +2race, +3 class)
*Climb 7 (+1 rank, +3 Str, +3 class)
*Craft
*Diplomacy
*Disable Device 7 (2 ranks, +2 dex +3class)
*Disguise
*Escape Artist (1 rank, +2 dex, +3 class)
Fly
Handle Animal
Heal
*Intimidate
Knowledge (Arcana) ()
*Knowledge (Dungeoneering) 7 (+1 rank, +3 int, +3 class
Knowledge (Engineering) ()
Knowledge (Geography) ()
Knowledge (History) ()
*Knowledge (Local) 7 (+1 rank, +3 int, +3 class
Knowledge (Nature) 4 (+1 rank, +3 int)
Knowledge (Nobility) ()
Knowledge (Planes) 4 (+1 rank, +3 int)
Knowledge (Religion) ()
*Linguistics
*Perception (+2 rank, +0 wis, +3 class)
*Perform
*Profession
Ride
*Sense Motive 4(1 rank, +3 class)
*Sleight of Hand 7 (2 ranks, +2dex, +3 class)
Spellcraft 4 (+1 rank, +3 int)
*Stealth 10 (+2 rank, +3 dex, +2race, +3 class)
Survival
*Swim 3
*Use Magic Device 4(1 rank, +3 clas)

Feats

Spoiler:

Toughness

Traits

Spoiler:

The Pathfinder’s Exile:

Westcrown’s dilapidated
Pathfinder lodge of Delvehaven has long excited your
imagination. Forcibly closed by the order of the city’s
diabolical rulers, the Pathfinders of Westcrown were
exiled, forcing them to leave behind untold knowledge and
the treasures of countless expeditions. Today, Delvehaven
lies under the pale of fearful rumors and dark magic, and
bureaucratic red tape has prevented trespass on the lodge’s
well-protected grounds. Having secretly and illegally
contacted agents of the Pathfinders, you’ve expressed
your interest in aiding their ventures in Cheliax—with
a particular eye toward investigating Delvehaven, the
source of your long-standing adventuresome interests. To
your surprise, some days ago you received a message back
from an unnamed Pathfinder operating underground in
the country. Along with encouraging you to investigate
the lodge and report your findings to the Grand Lodge
in Absalom, he’s sent along a battered and tarnished, yet
still functional wayfinder. You’ve promised yourself to pay
back your unknown contact the 500 gp cost of the item
someday, but until then, it’s yours to use. A wayfinder is a
magical compass that grants you a +2 circumstance bonus
on Survival checks to avoid becoming lost, and can be
commanded to emit light as the spell (CL 5th) as a standard
action. Further details on the Pathfinder Society and
wayfinders can be found in the Pathfinder Campaign Setting
or Pathfinder Chronicles: Seekers of Secrets.

Blade of the Society (Rogue, Pathfinder Society)
The Society gave you access to charts detailing the weak spots of hundreds of humanoids and monsters.

Benefit: You gain a +1 trait bonus to damage rolls from sneak attacks.

Equipment

Spoiler:

chainshirt
greatsword
shortbow
Arrows, common (20) meticulously sharpened with a whetstone for (+1) to damage
Arrows, blanched adamantine (10)
Arrows, blanched cold iron (10)
Arrows, blanched silver (10)

Wrist sheath spring-loaded (2)
Dagger, cold iron
Dagger, silver alchemical
Weapon cord (2) shortbow and greatsword
Whetstone
Sling
Thunderstone
Rope (silk, 50)
Area Map
Grappling hook
Anti-toxin (2)

History

Spoiler:

Morazzone was born in the outskirts of Cheliax, with a generally unknown origin. Morazzone was abandoned at birth and carried into the city to live in an orphanage. Morazzone spent much of his time on the streets avoiding anyone who might take him back to the orphanage or insist that he should be more civilized, his dark heritage aided him in hiding in shadows and even in creating shadows of his own when needed.

On the streets he learned the rogues craft and even learned from fighters with large swords strapped on their backs, though he followed the path of the rogue he was convinced a large blade should be wielded in combat.

Once he came of age he was released and actually tired of the confines of the city and being a rather adventurous fellow headed for the one place he was not allowed to venture, Westcrown’s dilapidated Pathfinder lodge of Delvehaven. Though Morazzone was unable to get within his efforts were noticed and he began receiving communications and eventually a wayfinder device to assist him in continuing his search for knowledge.