Bard Worshipper of Desna

Raevin's page

451 posts. Organized Play character for JAF0.


Full Name

Raevin ap Corviel

Race

aasimar rogue/4 | - 4 *

Classes/Levels

skills:
acrobatics 11 appraise 6 bluff 1 craft: alchemy 9 diplomacy 1 disable 10 disguise 3 escape 1 intim 1 know dungeon 8 know local 9 linguistics 11 perception 8 ride 4 sense mtv 3 sleight of hand 11 stealth 11 UMD 9

Gender

hp 31/31; AC 16, 14, 12; fort +3 refl +8, will +3; bab 3, melee 3, ranged 6; cmb 4 cmd 19; init +4; folio reroll 1/1 |

Size

M

Age

67

Alignment

NG

Deity

Arshea

Location

pfs #52335-4

Languages

common, celestial, elven, dwarven, abyssal, infernal, draconic, Thassilonian

Strength 12
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 11
Charisma 12

About Raevin

Raevin
Male azata-blooded aasimar (musetouched) unchained rogue 4
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 31 (4d8+8)
Fort +3, Ref +8, Will +3
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee rapier +7 (1d6+4/18-20) or
sap +7 (1d6+1 nonlethal)
Ranged shortbow +7 (1d6/×3)
Special Attacks second chance 1/day, sneak attack (unchained) +2d6
Spell-Like Abilities (CL 4th; concentration +6)
1/day—glitterdust (DC 14)
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Statistics
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Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 19
Feats Dodge, Mobility, Weapon Finesse
Traits dirty fighter, wary
Skills Acrobatics +11 (+7 to jump), Appraise +6, Craft (alchemy) +9, Disable Device +10, Disguise +3,
Knowledge (dungeoneering) +8, Knowledge (local) +9, Linguistics +11, Perception +8, Sense Motive +4,
Sleight of Hand +11, Stealth +11, Survival +1 (+3 to avoid becoming lost), Use Magic Device +9
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Sylvan, Thassilonian,
Undercommon, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, expert
acrobat, rogue talents (bleeding attack +2, stand up), truespeaker ARG
Combat Gear blunt arrowsAPG (50), cold iron arrows (50), ghost salt blanched arrows (50), potion of
endure elements , potion of endure elements , potion of endure elements , potion of invisibility , silver
blanched arrows (50), wand of cure light wounds (49 charges) , wand of detect secret doors (5 charges) ,
alchemist's fire (4), tanglefoot bag (2), vermin repellent UE (10); Other Gear leather armor, rapier, sap,
shortbow, rope of climbing , traveler's any-tool UE, wayfinderISWG, bedroll, blanket APG, concealable thieves'
toolsUI, flint and steel, grappling arrow UE, masterwork backpack APG, silk rope (50 ft.), speed sheath UW,
speed sheath UW, trail rations (3), waterskin, 100 gp
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Special Abilities
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Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Acrobat (Ex) Many skills have no armor check penalty when wearing light armor, +2 Acrobatics,
Fly when not wearing armor.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Second Chance (1/day) (Ex) Reroll failed Acrobatics, Climb or Fly checks at -5.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stand Up (Ex) Stand up as a free action (provokes AoO) or swift action (no AoO).
Truespeaker Learn two languages for each rank you put in Linguistics.
p2

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racial traits:

outsider/native
celestial resistance 5 acid, cold, elec
azata blooded +2 dex, +2 cha, glitterdust 1x/day (will save dc 14)
darkvision 60'
truespeaker +2 linguistics/sense motive

rogue abilities:

sneak attack 1d6
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 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.
Evasion 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.
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).

rogue talents:

Esoteric Scholar (Ex): A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.

traits:

Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Wary (Aasimar)You grew up around people who were jealous of and hostile toward you. Perhaps your parents were not pleased to have a child touched by the divine—they may have berated or beaten you, or even sold you into slavery for an exorbitant price. You grew up mistrustful of others and believing your unique appearance to be a curse.
Benefit: You gain a +1 trait bonus on Disguise and Sense Motive checks.

feats:

Weapon Finesse (bonus feat)
Dodge
Mobility

equipment:

clothing
pack
rations x3
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
MW thieves tools
alchemist fire x4
alchemical acid x2
tanglefoot bags x2
wayfinder
rapier
sap
short bow, 19 arrows
20 cold iron arrows
10 arrows with ghost salt blanch
10 arrows with silver blanch
10 arrows with adamantium blanch
10 blunt arrows
potion invisibility
wand CLW 49 chgs
wand detect secret doors 5 chgs
vermin repellent x10
potion endure elements x3
rope of climbing
traveler's any-tool

things to pay for at the end of this adventure:

traveler's any-tool

appearance:

Raevin slips in... his... or is it her?...call it 'their' blond hair hanging in twisted locks and braids down to the waist. Their clothes are as androgynous as their features. Diachromatic eyes, one blue and one green gaze at each of the others present in turn. They smile at the others present warmly and find a seat, diaphanous garments and scarves worn in the Varisian fashion, flow around them...