Lonicera

Vetalia_Ke'aka's page

2 posts. Alias of johnnygeeksheek.


Full Name

Vetalia Ke'aka

Race

Human | HP: 40/40 | AC: 19 (16 Tch, 13 Fl) | CMB: +3, CMD: 18 | F: +1, R: +9, W: +3 | Init: +6 | Perc: +13, SM: +11

Classes/Levels

| Speed 30ft || Active conditions: None.

Gender

Female NG Rogue 5

Size

Medium

Age

28

About Vetalia_Ke'aka

---Portrait of Vetalia Ke'aka---

Unchained Knife Master Scout Rogue
1. Finesse Training, Sneak Stab+1d8, Hidden Blade, Two Weapon Fighting, Point Blank Shot
2. Evasion, Combat Trick: Charging Hurler, Minor Magic (Prestidigitation)
3. Blade Sense +1, Finesse Training, Sneak Stab +2d8, Wasp Familiar
4. Debilitating injury, Major Magic (Windy Escape) , Scout's Charge
5. Rogue’s Edge (Diplomacy), Sneak Stab +3d8, Precise Shot

Combat Information:

Initiative +6 (+6 Dexterity)
Perception +13
CMB: + 3[+3 BAB+0 Str]
CMD: 18 [10+ 3 BAB+0Str+ 5Dex]
Defenses
AC 19, touch 16, flat-footed 13 (+6 Dex, +3Spider Silk Bodysuit)
hp 40 ([1d8+0con]*5)
Fort +1, Ref +9, Will +3
Offense
BAB: +3
Speed: 30

Melee: 1d20+9 (+6Dex+3BAB)
Ranged: 1d20+9/10 (+6Dex+3BAB)/+1PBS

Languages:

Common, Thieves cant

Ability Scores:
Ability Scores
Strength 11
Dexterity 22 (19+2 Human +1 LVL4)
Constitution: 11
Intelligence: 15
Wisdom 16 (15+1 LVL4)
Charisma: 19

Ability Modifiers
Strength 0
Dexterity 6
Constitution: 0
Intelligence: 2
Wisdom 3
Charisma: 4

Skills:

Skill Ranks per Level: 11 (8Rogue+2Int+1HumanTrait)

Background Skill
Handle Animal +9 (+5Ranks +4 Cha)

Adventure Skills
Skill Ranks per Level: 11 (+8Rogue+2Int+1HumanTrait)
SKILL Points: 11 (11* 5 = 55)

Stealth (Dex) +14 (+5Ranks +6Dex +3InCl)
Acrobatics (Dex) +14 (+5Ranks +6Dex +3InCl)
Disable Device (Dex) +14 (+5Ranks +6Dex +3InCl)
Perception (Wis) +13 (+5Ranks +5Wis +3InCl)
Use Magic Device (Cha) +12 (+5Ranks +4Cha +3InCl)
Bluff (Cha) +11 (+3Rank +4Cha +3InCl)
Diplomacy (Cha) +12 (+5Rank +4Cha +3InCl)
Escape Artist (Dex) +11 (+2Rank +6Dex +3InCl)
Sleight of Hand (Dex) +11 (+2Rank +6Dex +3InCl)
Sense Motive (Wis) +11 (+5Rank +3Wis +3InCl)
Climb (Str) +6 (+3Rank +0Str +3InCl)
Disguise (Cha) +8 (+1Rank +4Cha +3InCl)
Knowledge (dungeoneering) (Int) +6 (+1Rank +2Int +3InCl)
Perform (Cha) +8 (+1Rank +4Cha +3InCl)
Intimidate Merchant (Wis) +9 (+3Rank +3Wis +3InCl)
Appraise (Int) +2 (+2Int)
Knowledge (local) (Int) +6 (+1Rank +2Int +3InCl)
Linguistics (Int) +6 (+1Rank +2Int +3InCl)
Swim (Str) +4 (+1Rank +0Str +3InCl)

Rogue's Edge(Diplomacy)
With sufficient ranks in Diplomacy, you earn the following.

5 Ranks: The time required to influence a creature’s attitude or gather information is halved.

10 Ranks: You can attempt to adjust a creature’s attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature’s attitude, add your Charisma bonus to the number of hours that attitude change persists.

15 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.

20 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.

Racial Abilities and Traits:

Favored Class 5/6th of a Rogue Talent

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).

FEAT AND SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Traits, Feats Class Abilities:

[-----Feats-----]

Two Weapon Fighting
Prerequisite: Dex 15.
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Table: Two-Weapon Fighting Penalties
Circumstances Primary Hand Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Off-hand weapon is light and Two-Weapon Fighting feat –2 –2

Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Rogue Talent- Combat Trick: Charging Hurler (Combat)
You know how to use your momentum to enhance your thrown weapon attacks.
Prerequisite: Point-Blank Shot.
Benefit: You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a –2 penalty to your AC until the start of your next turn.

Feat: Extra Rogue Talent - Minor Magic (Prestidigitation)
Through constant practice, you have learned how to perform a special trick.
Prerequisite: Rogue talent class feature.
Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Special: You can gain Extra Rogue Talent multiple times.
Minor Magic (Sp)
Prerequisite: Intelligence 10
Benefit: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 10 + the rogue’s Intelligence modifier.

[b]Rogue Talent: Major Magic - (Windy Escape)
Prerequisite: Intelligence 11, minor magic rogue talent
Benefit: A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 11 + the rogue’s Intelligence modifier.

[-----Traits-----]

Tattooed Mystic (Human)
Benefit(s) You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Strong Arm, Supple Wrist
Benefit: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. Restriction: You can only gain this benefit once per round.

[-----Class Abilities-----]

Finesse Training (Ex): 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 (Combat) You are trained in using your agility in melee combat, as opposed to brute strength. 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. Natural weapons are considered light weapons.

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.

Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.

Rogue Talents: As a rogue gains experience, she learns several 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. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. A rogue cannot choose a ninja trick with the same name as a rogue talent.

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.

Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

Blade Sense (Ex) At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Scout’s Charge (Ex) At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

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.

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 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.

Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

Equipment:

Spider Silk Bodysuit

History and Background:


Description: