Drow Scout

Valdis Nimua's page

134 posts. Alias of Xelaaredn.


Full Name

Valdis Nimua

Race

Caligni

Classes/Levels

LN Unchained Rogue 2 | HP: 15 | AC: 16 (14 Tch, 12 Fl) | CMB: +1, CMD: 15 | F: +0, R: +7, W: +1 | Init: +4 | Perc: +6 | Speed 30ft | Active conditions: (exhausted)

Gender

Male

Size

Medium

Age

13

Languages

Common, Dark Folk, Ninja Sign Language, Elven, Read Lips

Strength 10
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 12
Charisma 8

About Valdis Nimua

Young male caligni unchained rogue 2
LN Medium humanoid (dark folk)
Init +4; Senses see in darkness; Perception +6/+5 (Bright light)
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Defense
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AC 16, touch 14, flat-footed 12 (+2 Leather armor, +4 Dex)
hp 15
Fort +0, Ref +7, Will +1
Weakness light sensitivity
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Offense
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Speed 30 ft
Melee Tekko-kagi [iron claw] +5 (1d3)
Ranged Hankyu [shortbow] +5 (1d6)
Special Attacks death throes, sneak attack +1d6
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Statistics
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Str 10, Dex 18, Con 10, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse, Stealth Synergy
Skills Acrobatics +9, Bluff +3/+6, Craft (bows) +6, Craft (weapons) +6, Diplomacy +3/+6, Disable Device +10, Intimidate +4, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +6, Sense Motive +6, Sleight of Hand +9, Stealth +9, Survival +3
Languages Common, Dark Folk, Ninja Sign Language, Elven, Read Lips
SQ Trapfinding +1
Combat Gear Tekko-kagi, Hankyu, 20 arrows
Clothing Black monk's outfit
Armor Black leather armor
Go Bag (Backpack) Bedroll (5 lb), Belt pouch (flint and steel, 6gp 5 sp 8 cp)(0.5 lb), buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), leather paring knife (0.5 lb), leather straps (0.4 lb), mess kit (1 lb), metal polish (0.3 lb), sewing needle, soft cloth (0.1 lb) (2), thieves' tools (1 lb), trail rations (2 days)(2 lbs), waterskin (4 lb)
Stored Gear Iron pot, soap, mirror, grappling hook, rope (50ft), pitons (10), 3 days of trail rations
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Tracked Resources
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Umbral Gear 12 minutes a day, 1 minute increments
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Special Abilities
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See in Darkness Can see perfectly in darkness, including that created by deeper darkness
Light Sensitivity Dazzled in areas of bright light including areas of light created by daylight
Death Throes When a caligni is slain, its body combusts in a flash of searing light. All creatures within a 5-foot burst must
succeed at a Fortitude save (DC 11 = 10 + 1/2 the caligni's Hit Dice + the caligni's Constitution bonus) or be dazzled for 1d4 rounds. The corpse left behind is a third of the caligni’s size, withered and unrecognizable as the individual. Raise dead and similar spells cast upon these remains restore a caligni as normal.
Paranoid Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Exotic Weapon Training You are trained in exotic weaponry. Choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons. [Tekko-kagi, wakizashi, naginata, kerambit, rope dart]
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 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.
Weapon Finesse With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
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.
Umbral Gear As a standard action while in an area of dim light or darkness, a rogue with this talent can coalesce wisps of shadow into a quasi-real, functional item. The rogue must choose whether to make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The rogue can use such items for a number of minutes per day equal to 10 plus her rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
An item created with this ability remains until the rogue is no longer touching it, or until the rogue runs out of duration for this talent, at which time it dissolves. A rogue can select this talent more than once, gaining an additional 10 minutes of duration each time this talent is selected. If a rogue has selected this talent at least twice, she adds 50 feet of silk rope with a grappling hook, a masterwork light melee weapon with which she is proficient, and masterwork thieves’ tools to the list of things she can create.