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About Tere di MontefeltroCurrent XP 23
DEFENSE
OFFENSE
STATISTICS
Skills
Traits
Racial Modifiers
Combat Gear +1 ghost touch elven curve blade (8380/7), dagger (2/1), mithral breastplate +1 (5200/15), mw composite longbow 14 STR (600/3), 20 cold iron arrows (2/1), 20 alchemical silver arrows (41/1), alchemical silver light mace (25/4), backpack (2/2), mw thieves' tools (100/2), bedroll (0.1/5), belt pouch (2) (2/1), traveler's outfit (1/5), flint and steel (1/0), sack (2) (0.2/1), whetstone (0.02/1), waterskin (1/4), 2 days trail rations (1/2), alchemist's fire (120/6), antitoxin (50/-), oil of bless weapon x2, potion of darkvision, CLW wand w/2 charges, endure elements wand w/45/50 charges, wayfinder, cloak of resistance +2, amulet of natural armor +1, ring of protection +1, belt of incredible dexterity +2 0 pp, 1812 gp, 1 sp, 3 cp, #55 encumbrance (#39 w/o backpack) SPECIAL ABILITIES Favored Classes: Rogue; +1 HP @ L2, L3, L4, L5 Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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. Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty. Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. Darkvision (Ex): At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet. Improved Uncanny Dodge (Ex): At 5th level and higher, the shadowdancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the assassin by flanking him, unless the attacker has at least four more rogue levels than the target has shadowdancer levels.
Rogue Talents: At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the advanced talents rogue class feature, she can chose from the advanced talents list instead. Trap Spotter (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. (From shadowdancer L3) Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based. Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days. Shadow: AC 15 T 15 FF 12 ((+2 deflection, +2 Dex, +1 dodge)
BOONS Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made. Confirmed Field Agent: Explore, Report, Cooperate: Friend of Janira Gavik: Foes of the Forge Father: Extensive wall carvings document the dwarves’ struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself. Sight of the Unseeing: You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result.
Sky Key Core: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point. Chronicle Sheet #1: Sky Key Solution Chronicle Sheet #2: First Steps Chronicle Sheet #3: Confirmation Chronicle Sheet #4: Solstice Scar Part A Chronicle Sheet #6: Wrath of the Fleshwarped Queen Chronicle Sheet #7: Solstice Scar Part B Chronicle Sheet #8: Solstice Scar Part C Chronicle Sheet #9: Assault on Absalom Chronicle Sheet #10: Legacy of the Stonelords Chronicle Sheet #11: Solstice Scar Part D Chronicle Sheet #12: Scions of the Sky Key Part 1: On Sharrowsmith's Trail Chronicle Sheet #13: Scions of the Sky Key Part 2: Kaava Quarry CORE elf fighter 1, init +4, hp 11/11, ac 19, tch 15, ff 14, cmd 17, sv 3/4/1 |