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About Tilorean VashnarstillDescription At just under 6', not many are taller than the young human trying not to look bored. His auburn hair glints of a deeper red as the light plays over the waves, which don't quite reach his shoulders. The active brown eyes move about nearly constantly, taking in everything in the area. Neither the slightly fat face nor hands show signs of difficult times or manual labor, though he does have a thicker wrist and the calluses of sword training. His clothing is new, clean, and in the current fashion, focused on the colors of blue and yellow, with black trim. A rapier and dagger both sit on his waist, combining with the thick wrist as an unspoken warning.
Background:
One thing about growing up in the nobility, money is never the same kind of problem as it is for most. Another is the political infighting, power plays, and secrets. The families that do the best at working together and opposing the other families tend to fare better over time.
Tilorean was sent to the Alabaster Academy for his formal education. He saw an opportunity to build advantage, and started writing papers for other students, for fees and favors, of course. About the time he managed to display a variety of handwriting, copying that of the student the paper was for, his father, Doshtanak, and his grandfather, the Baron, sat him down for a conversation at home. He had crossed a line. Not one into unacceptable behavior, but one indicating how he might best serve the family moving forward. Tilorean was going to learn more about keeping, and finding others', secrets. He continued atending all the standard classes at the Acedmy, but hsi little business vanished. He also began training with one of his father's cousins, Elifex. Elifex exposed Tilorean to another side of the power plays in the lives of the nobility, and as he learned how to discover the secrets being hidden, he began to learn more about corruption, selfishness, and abuse than he had known there was to learn. He realzed how important the role he was preparing for could be, as it helps identify who cold be trusted, and how far. Too much exposure to these sorts fo evils for a good-hearted young man creates unhealthy stress which has to be released. Claiming it was part of his training, with Elifex's support to hsi family, Tilorean began the time-honored noble tradition of slumming as an escape. The story, and inevitable truth, was that the time spent among the less fortunate would teach Tilorean things the academy works hard at ignoring. As it seems all the stories warn us, Til met his first love while slumming. Her name was Ginnie Sarini. Unlike most fo the stories, Ginnie wasn't perfect. She was deaf. The two had about 14 months of adventure and excitement together before the sudden change in Kintargo. One night, s they were going to a tavern, their paths intersected a group of Order of the Rack Hellknights on a mission. Facing the wrong way, Ginnie neither saw them nor heard their instructionsto move out of the way. She did see Til's reaction to them, but was unable to respond in time. One of them cut her down for behind simpy because she was in his way. The fire in Til's heart changed that night. Thrune had ben working hard to get everyone to dislike him, but Tils dislike had just been fanned into an active desire to rid the world of Lord-Mayor Barzillai Thrune, Paralictor Kyrre Ekodyre, and the Order of the Rack. The people he blames for Ginnie's meaningless death. As Til calms down over time, he's unlikely to want to kill that many people in retribution, but his family lessons taught him to never forget the names on the top of the list, because they are the ones whose power leads to the actions of their houses and organizations. Tilorean Vashnarstill is, technically, in line to inherit the Baron title. There are two uncles, their progeny, and his own father, Doshtanyak, between him and the title, though.
Combat:
Init +5 (5 Dex)
Speed 30' Melee +6; Ranged/Finesse +10; CMB +6/10 (BAB+5; Strength+1; Dexterity+5) Hand Crossbow +10 for 1d4 @ 19+ (P, 30')
Bleeding Attack: Inflict Sneak Attack number of dice as non-stacking Bleed Damage on successful Sneak Attack
AC 21, T15, FF16, CMD21 (6 Armor, 1 Str, 5 Dex, 5 BAB) Danger Sense +2: to AC vs Traps
HP 40 (8 + 5 + 3 + 3 + 3 + 5 + 6 + [7xCon+1]) Fort +4 (Base+2, +1 Con, +1 Resistance)
Danger Sense +2: to Reflex vs Traps
Skills:
8+2 Int+1 Skilled+1 Favored Class for 12 Adventuring skills and 2 Background skills per level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional) [Notes] + 5-Acrobatics (Dex) 5+0+0(+ACP) +12 Appraise (Int) 2+7+3 [Background] +14+Bluff (Cha) 2+7+3+2 Deceitful(+2 Gesture Expertise to send hidden messages) + 1-Climb (Str) 1+0+0(+ACP) + 2 Craft (Int) 2+0+0 +14 Diplomacy (Cha) 2+7+3+2 Persuasive +20-Disable Device (Dex) 5+7+3+3 Trapfinding+2 Deft Hands(+2 MW Thieves' Tools)(+ACP) +14+Disguise (Cha) 2+7+3+2 Deceitful(+2 Disguise Kit) + 5-Escape Artist (Dex) 5+0+0(+ACP) + 4 Intimidate (Cha) 2+0+0+2 Persuasive +13 Knowledge (local) (Int) 2+7+3+1 Noble Scion (Vashnerstill) +15 Knowledge (nobility) (Int) 2+7+3+2 Noble Scion (Vashnerstill)+1 Child of Kintargo [Background] +12+Linguistics (Int) 2+7+3(+2 Gesture Expertise to understand gestures)(+2 Forger's Kit to make forgeries) +16+Perception (Wis) 1+7+3+2 Alertness+3 Skill Focus(+4 Canny Observer to overhear conversation or find concealed or secret objects)(+3 Trapfinding to locate traps)(+2 Danger Sense to avoid surprise) +12 Perform (dance)( Cha) 2+7+3 +13 Sense Motive (Wis) 1+7+3+2 Alertness +17-Sleight of Hand (Dex) 5+7+3+2 Deft Hands(+ACP) +15-Stealth (Dex) 5+7+3(+ACP) + 1-Swim (Str) 1+0+0(+ACP) +12 Use Magic Device (Cha) 2+7+3 ACP -0 Rogue's Edge: Perception: Range Penalty +1/20'; halve penalty for sleeping
Languages: Taldane, Infernal, Sign Language; Draconic, Dwarven, Elven, Halfling, Kelish, Shadowtongue, Strix
Class Feature Selections:
** Finesse Training **
Light Blades use Dex for damage **Rogue Talents **
**Rogue's Edge**
Gear:
WBL 16,000 budget
TRAIT. Noble's Outfit 10# TRAIT. Signet Ring TRAIT. Kit, Forger's 6# (Pathfinder Pouch) FREE.. Traveler's Outfit 5# (Handy Haversack) xx,xx2.0.0 Crossbow Bolt, hand x20 (2#) x3,020.0.0 Adamantine Rapier (2#,1d6/18+/P) xx,xx1.0.0 Sap (2#,1d6/x2/B) xx,x22.0.0 Dagger, Silver, Alchemical (1#,1d4-1/19+/10'/P or S) xx,100.0.0 Crossbow, Hand (2#,1d4/19+/30'/P) xx,x50.0.0 Kit, Disguise (8#, 10 uses) (Handy Haversack) x2,000.0.0 Handy Haversack (5#) +2 Mithral Shirt (10#, +6/+6/-0/10%/30') x4,000.0.0 Belt of Incredible Dexterity +2 (1#) x1,000.0.0 Cloak of Resistance +1 (1#) xx,x75.0.0 Ioun Torch (-#) xx,250.0.0 Traveler's Any-Tool (2#) (Handy Haversack) x1,000.0.0 Pathfinder Pouch (1#) x2,000.0.0 +1 Enhancement on Adamantine Rapier xx,100.0.0 MW Thieves' Tools (2#) (Pathfinder Pouch) xx,100.0.0 Miscellaneous Jewelry (to wear with Noble's Outfit) 15,820.0.0 Spent for 37# when carrying EVERYTHING; 32# w/o Handy Haversack xx,100 Second Noble's Outfit xx,x50 Additional jewelry for noble wear xx,x70 Underwater Light Crossbow xx,xx2 Full-sized Bolts (20) 5900 GP on hand up to 43# Light
Feats & Traits:
Elephant in the Room Base Options
Weapon Finesse Dexterity to attack for light, one-handed, agile weapons Defensive Stance -2 attack for +2 dodge Risky Strike -2 attack for +4 damage Feats
Traits
Unchained Rogue:
Alignment: Any.
Hit Die: d8. Starting Wealth: 4d6 x 10 gp (average 140 gp). Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Points at each Level: 8 + Int modifier. Class Features Level BAB Fort Save Ref Save Will Save Special 1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding 2nd +1 +0 +3 +0 Evasion, rogue talent 3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6 4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge 5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6 6th +4 +2 +5 +2 Danger sense +2, rogue talent 7th +5 +2 +5 +2 Sneak attack +4d6 8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent 9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6 10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge 11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6 12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent 13th +9/+4 +4 +8 +4 Sneak attack +7d6 14th +10/+5 +4 +9 +4 Rogue talent 15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6 16th +12/+7/+2 +5 +10 +5 Rogue talent 17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6 18th +13/+8/+3 +6 +11 +6 Danger sense +6, rogue talent 19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6 20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment. 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 (Ex): At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, 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 group at 11th level and a third at 19th level. Evasion (Ex): 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. 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. 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). 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. Uncanny Dodge (Ex): 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 Dexterity 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 against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent. Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability. Human (ARG):
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Attributes:
25 Point Buy
Base Race Level Magic Current 2 12 +0 12 +0 12 +0 S 12 +1 7 15 +2 17 +1 18 +2 D 20 +5 2 12 +0 12 +0 12 +0 C 12 +1 5 14 +0 14 +0 14 +0 I 14 +2 2 12 +0 12 +0 12 +0 W 12 +1 7 15 +0 15 +0 15 +0 H 15 +2 |