Rogar Valertis Alastoris's page

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Full Name

Rogar Valertis Alastoris


Human (Taldan)


Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-










Cayden Cailean







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Rogar Valertis

Strength 22
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 8

About Rogar Valertis Alastoris

Background:Rogar's family is an old but minor taldan noble family, holding a ruined manor near Zimar, in southern Taldor. For centuries the Valertis fought for Taldor against Quadira and this constant conflict didn't help making them richer or more powerful. On the contrary it just depleted their resources, contributing to reduce their stature among their peers.
Today the Valertis may boast a proud and noble history, but not much more. They are still fighting for Taldor as fervently as ever, but the line isn't going to last long unless something in their fortunes changes soon.

Rogar's father contribute to the war effort has always been absolute (he lost an eye and 2 fingers for it, and claims he gave them with joy), yet even he realizes his family position to be unteneable: Taldor's other noble families look at them as relics of an old age, valiant fools who give their lives for the honor of a nation that changed a long time ago, they are poor for Taldan noble standards and that means no suitable heiress will ever consider marrying into the family. It's only a matter of time before the family is forced to marry below its station or be wiped out as the casualities of war pile up.
Rogar's is supposed to be the answer to that dilemma, as he was sent to Absalom to become a pathfinder and find a way to win back the Valertis' fortunes. Rogar suceeded at the first part thanks to his excellent combat training and strong willpower. The second part is a somehow different story as he has made very few advances in the taldan hierarcy, as they seem to disdain him for his uncouth manners. Yet Rogar is confident his superiors will soon see his true value: talking about diplomacy and civility is all well and good, yet Rogar knows that when all is said and done it's people like him who are needed to set things right and enforce treaties.

Personality: Rogar could be described as a valiant fool by some. He likes swords, well told stories, fighting, gambling and chasing women, and doesn't think twice about righting what he sees as wrong, especially if perpetrated against some damnsel in distress... the fact he usually assumes the "damsel" in question to be in the right because, after all, she's a damsel, means Rogar has found himself in akward situations more than once, simply because the law (and often facts) disagreed with the way he saw things about some particular damsel virtue... all in all he likes having fun and doesn't see anything wrong in helping a lady get rid of a brutish suitor or a violent husband...).

In all things but women Rogar considers himself a pragmatist. He joined the society because he wanted to change his family fortunes. He joined the taldan faction because he and his family always fought for Taldor, and that's their best chance to regain their former glory and power, yet Rogar considers most of his Taldan peers effete snobs who concern themselves way to much with fashion and not enough with important matters. Jacquo Dalsine was a disgrace, as he only used the taldan faction to increase his own collection of valuables, but Lady Morila isn't that much better in Rogar's exteem, she certainly puts Taldor interests foremost, and that's good, but she seems convinced Taldor can regain its glory through politics and misdirection, while what's needed is a strong and powerful military. Diplomacy is all well and good as long as both parties know of their respective strength, and Rogar means to find a way to aquire just that, strength enough for Taldor and his own family to be respected again.

Appearance: Rogar is a pretty handsome man; tall with blond air and blue eyes. He wears a sort of rugged look that gives him a rackish air some women just find irresistible (and he fully appreciates that...)
Rogar likes to wear good quality clothing and tries to keep himself clean as long as he can. When "working" he wears his scale mail over leather trousers and jerkin, while wearing a large brimmed hat to defend from the sun.

Blazon: An eagle and a dragon holding a sword vertical between themselves.

Motto:"For Taldor, honor and glory!"

Character Sheet:

Rogar Valertis Alastoris
Human Fighter 10 (Fav. Class = Fighter)
NG Medium humanoid (human)
Init +6; Senses Perception +2

AC 29 (30 if adjacent to a single foe), touch 16, flat-footed 26 (+10 armor, +2 Dex, +1 Dodge, +2 Shield, +1 Natural Armor, +2 Deflection, +1 Insight)
hp 104 (10d10)
Fort +14, Ref +10, Will +12
DR 2/- when wearing heavy armor
CMD +4 against disarm, sunder and effects that cause the fighter to lose his weapon and the fighter never drops his weapon even when panicked or stunned.
Dusty Rose Prism Ioun Stone: When used in conjunction with a Wayfinder this Ioun Stone grants +2 insight bonus on CMB and to CMD due to resonance.

Speed: 30 ft.
Melee: +2 Adamantine Greatsword +24/+16 (2d6+17+9/17-20/×2) (Power Attack)
Melee: Warhammer +16/+9 (1d8+5+4/x3)
Ranged: Masterwork Darkwood Composite Bow(+3) +13/+8 (1d8+3/19-20/×2)
Special Attacks: Power Attack (+6 to dmg -3 to hit)

Str 22, Dex 14, Con 16*, Int 10, Wis 12, Cha 08

*See feat Item Mastery (Ability Mastery)

Base Atk +10/+5; CMB +18(25 with greatsword); CMD 34(38); FCMD 32
Feats: Dodge, Power Attack, Weapon Focus(greatsword), Furious Focus, Improved Initiative, Weapon Specialization(greatsword), Iron Will, Advanced Weapon Training (Defensive Weapon Training), Item Mastery Feat (Ability Mastery), Advanced Armor Training (Armored Juggernaut), Item Mastery Feat (Flight Mastery), Improved Critical (*see the Ocher Romboid Ioun Stone boon), Advanced Weapon Training (Armed Bravery), Greater Weapon Focus (greatsword), Advanced Weapon Training (Fighter’s Reflexes),
Class Features: Bravery+3, Armor Training, Weapon Training -Heavy Blades,
Traits: Expert duelist, Axe to Grind, Resilient* (see Defender of Absalom - Tempest Guardian boon)
Skills: Climb +8; Intimidate +3; Sense Motive +4, Profession(soldier) +12, Survival +5, Swim +12, Knowledge (Dungeoneering) +5, Knowledge(nobility) +4, Perception +2, Use Magic Device +2,
Languages: Common
Other Gear: Backpack, Bedroll, Trail rations x 5 days, Hemp rope (50 ft), Waterskin, Flint & Steel, Waterskin, Torches x10, Mess Kit, Iron Pot, Belt Pouch, Military Outfit, +1 Full Plate Armor, Heavy Wooden Shield, +2 Adamantine Greatsword, Warhammer, Fighter's kit, Wand CLW (34 charges), Wand of Protection from evil (33 charges), Wayfinder (dayfinder 10PP - casts daylight for 1 minute once a day), Cloak of resistance +3 (9.000gp), Belt of giant's strength +2, Cold Weather Outfit, Climbers Kit (80gp), Cleats (5gp), Snowshoes (5gp), Blackfire clay (20gp), Ring of Protection +2 (8.000gp), Amulet of Natural Armor +1 (2000gp), Gloves of Duelling (15.000gp), Potion of Enlarge Person x2, Potion of Feather Step x2, Oil of Bless Weapon x2, Dusty Rose Prism (5.000gp), Lenses of Situational Sight - 10/10/10 (5.000gp)

Special Abilities
Trait: Axe to grind (Combat - You gain a +1 trait bonus on damage against foes who are threatened by only you)

Expert duelist (+1 trait bonus to AC as long as you are adjacent to a single foe. This doesn't work against touch attacks and when you are denied your dex bonus to AC)

Dodge (You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat)

Weapon Focus - greatsword (You gain a +1 bonus on all attack rolls you make using the selected weapon)

Power Attack (You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage)

Furious Focus (When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity)

Bravery (Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd)

Improved Initiative (You get a +4 bonus on initiative checks)

Armor Training (Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.)

Weapon Specialization - Greatsword (You gain a +2 bonus on all damage rolls you make using the selected weapon).

Weapon Training -Heavy Blades +1 (Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group).

Iron Will (You get a +2 bonus on all Will saving throws).

AWT-Defensive Weapon Training (The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless).

Item Mastery-Ability Mastery (Once per day, you can focus your thoughts for 10 minutes on a suit of magic armor or a wondrous item that has a transmutation spell of 2nd level or higher listed in its construction requirements and that occupies a slot on your body. At the end of the meditation, you gain a +2 enhancement bonus to one ability score of your choice. This benefit lasts for 24 hours. You must wear the item in order to gain this benefit; if the item is removed before this feat’s benefit ends, the benefit is immediately lost and cannot be regained until 24 hours have passed since the feat’s last activation. You can gain only one benefit from this feat at a time).

AAT-Armored Juggernaut (When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious).

Item Mastery-Flight Mastery (You can cause an item that has a transmutation spell of 2nd level or higher listed in its construction requirements to cast fly. If the item is a suit of armor you are wearing, you can use the item’s enhancement bonus in place of your Dexterity modifier on Fly skill checks while the spell lasts. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +9 and +12)

Improved Critical - Greatsword (Gained via Ocher Romboid Ioun Stone boon, when using a greatsword, Rogar's threat range is doubled).

AWT-Armed Bravery (The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option).

Greater Weapon Focus - greatsword (You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus).

AWT-Fighter’s Reflexes (The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC).

Boons & Vanities

-Moment of Glory: You are able to tap into an hidden reserve of power to perform a truly extraordinary feat. As a free action you become a mythic character of the 1st tier for 3 rounds. If you fall unconscious during this time due to hp loss you automatically stabilize without needing a constitution check. In addittion once before this effect ends you may use the surge mythic ability to increase any D20 rolls you just made by rolling an additional 1d6 and adding it to the result. This is an immediate action taken after the original roll that can change its outcome. When you use this boon cross it from your character sheet, however any time you complete a scenario earning the maximum possible amount of PP using the "hard mode" option you may have the GM sign this boon. You may use this boon one additional time for each DM signature you get.

-Subtle Revenge: Sabotaged Torch's schemes without him noticing. He might miscalculate a risk or fail at an important scheme in the future as a result.

-Mythic Legacy: You retained a small reserve of mythic power. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat) you gain the benefit of the mythic version of that feat, as if you had expended one use of mythic power. When you use this boon cross it off the chronicle sheet.

-Scrutiny of the stars: Whenever you are confused and roll to determine your behaviour in a given round add 5 to the result. In addition, whenever you sleep there's a 20% chance that an alien entity and torments your dreams as per the spell nightmare (DC17). You may cross this boon off your chronicle's sheet if you are the target of an heal spel while under the effect of nondetection.

-○ ○ Pathfiniler's Excelleace (Combat): Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium's employ, the critical threat range ofthe attack doubles; this benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon of your Chronicle sheet.

-○ ○ Pathfniler's Excelleace (Resilience): As a swift action, you can check one ofthe boxes preceding this boon to gain a number oftemporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaiaing, you also have DR 2/- against attacks made by members ofthe Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon of your Chronicle sheet.

-Defender of Katheer: Whenever dealing with humanoids from Katheer Rogar gains a +1 circumstance bonus to his diplomacy checks.

-Noble Title (Fame 20, 1 PP):You gain one of the following noble titles: baron, baroness, dame, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).

-Magnimar Debt: When you would pay for the casting of a Raise Dead, Resurrection, or True Resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon cross it off the Chronicle Sheet.

-Formidable Renown: When facing a worshipper of Lissala you gain +2 on intimidate checks to demoralize them and can make one such action per encounter as a move action instead of a standard action.

-Ocher Romboid Ioun Stone: If you activate the boon you gain an extra feat but also shift 1 step toward evil unless you spend 2PP to have the Atonement spell be cast on you. Rogar gained the Improved Critical feat and spent 2PP to avoid the alignment shift.

-○ Linnormhide Armor: You can check the box that precedes this boon to purchase a suit of dragonhide armor or dragonhide shield made out of crag linnorm scales, reducing its price by up to 500 gp (minimum cost 0 gp). Crag linnormhide armor is immune to fire damage. Alternatively, you can check the box to convert any dragonhide armor you have into crag linnormhide armor at no cost. Any discounted energy resistance abilities the armor may grant change to grant fire resistance instead of their original type.

-Personal Guard (Sovereign Court Faction): You have earned the service of a loyal Ulfen bodyguard who accompanies you on your adventures. This character functions as a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60), not taking any space on the battlefield or otherwise serving as a combatant. The bodyguard grants you a constant +1 bonus to your AC against attack rolls to confirm critical hits. If you would take damage from a critical hit or sneak attack, you can choose for your bodyguard to absorb 20 points of damage from the attack, though this kills the follower. You can spend 4 Prestige Points between adventures to recruit a new bodyguard.

-Rare Weapons: You have recovered several exotic weapons, both of which appear in the available items below. These appear on page 8 of Pathfinder Player Companion: Adventurer’s Armory 2, and their abilities are provided below. You can spend 2 Prestige Points to replace one of your feats with Exotic Weapon Proficiency (butchering axe) or Exotic Weapon Proficiency (orc hornbow). When you do so, you may change the weapon or weapon group selected for any other feat or class feature you have (e.g. Weapon Focus or a fighter’s weapon training) for 2 Prestige Points each.
Butchering Axe: This axe has an oversized head bristling with spikes. If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a –2 penalty on attacks with it. A butchering axe deals 3d6 slashing damage, deals ×3 damage on a critical hit, and weighs 25 pounds.
Orc Hornbow: This bow is made of the horns of great beasts. Any effect that applies to longbows or shortbows also applies to orc hornbows. An orc hornbow deals 2d6 piercing damage, deals ×3 damage on a critical hit, weighs 7 pounds, and has a range increment of 80 feet. Orc hornbows are composite bows and can be modified to benefit from high Strength scores in the same way as other composite bows; when you purchase the orc hornbow below, you can increase its Strength modifier by paying an additional 100 gp for each point of Strength bonus.

-Defender of Absalom: You aided Absalom in its hour of need breaking the siege of demon-flesh monstrosities, undead saboteurs and ghastly ships. TYhe people of Absalom witnessed your triumphs and will remember your courage for several deeds in particular. Choose two of the following rewards corresponding to a faction's objective that either the House successfully fulfilled or that your table successfully fulfilled, cross the others from your chronicle sheet. You do not need to be a member of a particular faction to choose its associated reward.
The coins custodian: You ensured that greed would not lay Absalom low in its time of need. While in a city of at least 5.000 people you can check the box that precedes this boon to borrow any one magic item worth no more than 2.500gp x your level for the duration of the adventure. The item cannot use charges or be otherwise expendable.
Tempest Guardian: You led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the Fort's besmirched reputation. The militia makes you an honorary Muckrucker, teaching you or a protégé some of their tricks. You can check the box that precedes this boon when making a new Pathfinder's Society character to grant your new character one of the following as a bonus trait fast-talker, resilient or suspicious. Alternatively, you can gain the trait.

-Master Archivist: Traversing the “haunted” stacks of the Shen Province Imperial Archive has left you with a knack for research and reference. Whenever you spend at least 1 hour studying in a library (not including libraries that no longer contain books, scrolls, or other research material) during a scenario, choose one Knowledge skill. You gain a +2 competence bonus on trained checks with that skill, and you gain a +1 competence bonus on all other trained Knowledge checks. These benefits last for the rest of the day.

-○○ Paranoid Observer: Your dealings with the soulslivers have left you somewhat on edge, constantly watching and listening for inconsistencies and other signs that the people around you may not be who they claim. You can check a box next to this boon to gain a +2 competence bonus on all Perception and Sense Motive checks you make for the duration of a scenario.

-Vanity - Wayfinder Enanchement - Dayfinder (10 PP): Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors—never for gold.

-Always Welcome in Breezy Creek (Legacy): Regardless of what befalls you in future adventures, you’re always welcome in the Taldan hamlet of Breezy Creek. Kalbio and his parents save a spot for you at every major observed Taldan holiday, and you can visit them without question. If you ever look to settle down and stop being a Pathfinder field agent, you can permanently settle on a plot of land adjacent to Kalbio’s family farm.

-Glorymane Resplendent: If you have the intelligent shield Glorymane on a Chronicle sheet belonging to any character, that character can upgrade the shield by spending 15,000 gp. This upgrade increases the shield’s enhancement bonus from +2 to +4. In addition, Glorymane gains a +4 bonus on attack rolls with its bite attacks, and the damage dealt increases to 2d10.

-Political Aspirations (Sovereign Court Faction): Following Grand Prince Stavian III’s murderous scheme, the Taldan senate is fragmented and in need of new leaders more than ever before. You can either maneuver yourself to become one of Taldor’s 222 senators or establish yourself as a clandestine agent who has the ear of Taldor’s elite. Choose one of the two boons below and cross the other off your Chronicle sheet.
• • ▫ / ▫ ▫ ▫ Senatorial Candidate: You can select this boon only if you have another boon or vanity that grants you a noble title in Taldor. You can spend your Downtime and 2 Prestige Points in order to check one of the first three boxes that precede this boon, representing your campaigning and maneuvering to gain political support. When you check the third box, you become a hereditary senator of Taldor. You immediately gain 4 Fame, though this cannot increase your Fame total higher than twice your XP. In addition, you can check one or more of the second three boxes when expending Prestige Points to reduce the cost of any purchase by 4 Prestige Points for each box checked (minimum 0).

PFS Information:
Player's NameRogar Valertis
Character's Name: Rogar Valertis Alastoris
PFS#: 100733-1
Faction: Sovereign Court
Scenarios Played:S00-06: Black Waters,
S00-08: Slave Pits of Absalom,
S00-39: The Citadel of Flame,
S04-19: The Night's March of Kalkamedes,
S05-12: Destiny of the Sands Part 1: A Bitter Bargain,
S05–15: Destiny of the Sands Part 2: Race to Seeker’s Folly,
S05–16: Destiny of the Sands Part 3: Sanctum of the Sages,
SXX-XX: Pathfinder Online - Thornkeep: The Enigma Vaults (+3xp/+4Fame/+4PP),
S06-97: Siege of Serpents,
S04-01: Rise of the Goblin Guild
S00-27: Our Lady of Silver,
S07-27: Beyond Azlant Ridge,
S00-16: To Scale the Dragon,
S06-98: Serpet Rise,
S02-06: The Heresy of Man Part 1: The First Heresy,
S02-07: The Heresy of Man Part 2: Where Dark Things Sleep,
S02-09: The Heresy of Man Part 3: Beneath Forgotten Sands,
S04-17: Tower of the Ironwood Watch,
S07-98: Serpent's Ire,
S04-XX: Special: Race for the Runecarved Key,
S04-12: The Refuge of Time,
S09-11: The Jarlsblood Witch Saga,
S09-00: Assault on Absalom,
S10-13: Fragments of Antiquity,
S04-22: Glories of the Past, Part 1: Halls of Dwarven Lore
S09-13: The Lion’s Justice
S04-04: King of the Storval Stairs

Experience: 29
Fame: 57
Prestige Points: 32
Valuables: 34.830gp