Vincente Valentino Valdemar's page

225 posts. Alias of Heofthehills.

Full Name

Vincente Valentino Valdemar


AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16


Polearm Master Fighter 5th/Scout Unchained Rogue 5th


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16


Common, Varisian, Giant, Infernal

Strength 13
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 12
Charisma 10

About Vincente Valentino Valdemar

Standing just shy of six feet tall, Vincente's long dark hair brushes his shoulders, though he often has it bound back with the crown he won from pit fighting, a crown that only helps to increase his furious appearance. His skin and hair mark him as Native Varisian, and his dark eyes are always gazing about, looking for the next challenge. He moves like a cat on the prowl, his light armor and shield just seem to be a part of him.


Twenty-one years ago a young scion of the Valdemar family was sent to a far off town to see if more fishing contracts could be acquired. Victor, nephew of Ethram, was sent as he had little important. Two years later, he found himself in Ilsurian, married, and soon to be a father.

He found that without spending time there and building up good relationships, he was never going to be able to secure a trade route for fishing for his family, so he decided to integrate.

In the nineteen years since the birth of his only child, a son by the name of Vincente, Victor become a member of the Ilsurian community and failed to visit home in Magnimar more than a dozen times. Had it not been for the family's ships he would not have likely been at all. He has succeeded in his dealings and after all this time, there is a small trickle of trade between Ilsurian and Magnimar which had not existed before this point.

But...that is just how Vincente was brought into this world and why he was raised in such a small area, away from his family name.

In Ilsurian, there is a small arena and from an early age, Vicente was completely captivated by it. He longed to fight and compete in it, so as soon as he was able to, young Vicente signed up for lessons. He learned how to fight up close and how to use a shield...but he never cared much for the weapons they showed him. He cared for hitting things with his fists.

Ilsur's Arena did little for him by age sixteen, as he had quickly found he was simply too much for his competition. At sixteen, he asked his father to let him return home. To Magnimar.

So with great trepidation, Victor allowed his son to return to his old family home, where the boy was accepted as a distant relative and given a place to stay and little else.


Upon arrived and being accepted, casually, by his family, who largely ignored him, Vincente immediately went to trying to find a way to continue his competition. He quickly found himself in Serpent's Run.

Things were going well for the first couple of weeks...until he got conned into a fight and lost everything he had made and nearly lost his life.

Afterwards, he was caught up by a group of Sczarni who were demanding payment for him failing to cover some of his side bets. He was blackmailed into pulling a few jobs with them and before long, his life as a criminal began.

Thankfully, his uncle did not allow it to last very long. Kaleb Valdemar ended his troubles with the Sczarni rather quickly and after that, Vicente began doing jobs for his uncle. Surprisingly, a good many of them were spying on random people or other tasks very akin to those the Sczarni were putting him through. At least this felt better because it was business. And family. The times he got caught, he was always supposed to 'handle' it without drawing a he got really, really good at hitting people without them dying from the blows, but getting knocked out.

Recently, he heard tell that one of his cousins from Sandpoint had come into town and he has started looking for her, being available less and less for his uncle's tasks while he tries to find Vanessa. He has only met her a few times, but has heard that she is adventuring and the life of a merchant...or whatever he has been doing for his not something he is keen on.


Name Vincente Valentino Valdemar

Human 5th Level Polearm Master Fighter/5th Level Unchained Scout Rogue
CG, M, Humanoid (Human)
Init +5; Senses Perception +20(+22 vs. Traps)


AC 26, touch 17, flat-footed 21 (+8 Mithral Agile Breastplate +2, +5 from dex, +2 from Ring, +1 from Amulet)
hp 84
Fort +9, Ref +15, Will +7


Speed 30ft

Melee +8/+3

Ranged +13/+8

Combat Options

+16/+11 Elven Branched Spear +1 1d8 +11
+13/+8 Elven Branched Spear Power Attack 1d8 +19


Str 13, Dex 20, Con 14, Int 14, Wis 12, Cha 10

Base Attack +8; CMB +9; CMD 24


1st Level-Exotic Weapon Proficiency (Elven Branched Spear)
H -Skill Focus (Bluff)
F1 -Power Attack
R1 -Weapon Finesse (Rogue Finesse)
F2 -Phalanx Formation
3rd- Iron Will
R2(Trick)-Weapon Focus (Elven Branched Spear)
5th- Combat Expertise
7th- Improved Feint
R6(Trick)- Combat Reflexes
H8- Skill Focus (Perception)
F4- Weapon Specialization (Elven Branched Spear)
9th- Accomplished Sneak Attacker


Threatening Defender - Reduce penalty from Combat Reflexes
Clever Wordplay- Int to Bluff
Serpent Runner- -1 lower Armor Check Penalty

Trained Skills

Acrobatics +18 (10 Ranks, +5 Dex, +3 Class)
Appraise +8 (3 Ranks, +2 Int, +3 Class)
Bluff +16 (10 Ranks, +2 Int, +3 Class, +6 Feat)
Climb +10 (6 Ranks, +1 Str, +3 Class)
Disable Device +19 (10 Ranks, +2 Item, +3 Class, +5 Dex) +3 vs Traps
Know: Local +13 (8 Ranks, +2 Int, +3 Class)
Perception +15 (10 Ranks, +3 Class, +1 Wis, +6 Feat) +3 vs Traps
Prof(Merchant) +7 (3 Ranks, +3 Class, +1 Wis)
Sense Motive +12 (9 Ranks, +1 Wis, +3 Class)
Sleight of Hand +10 (2 Ranks, +5 Dex, +3 Class)
Swim +5 (1 Ranks, +1 Str, +3 Class)
Stealth +16 (8 Ranks, +5 Dex, +3 Class)

Pole Fighting: At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.

This ability replaces Bravery.

Steadfast Pike: At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd.

This ability replaces Armor Training 1, 2, 3, and 4.

Polearm Training: At 5th level a polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th.

This ability replaces Weapon Training 1.

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 f lanks 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. (4d6)

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 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. (Unarmed)

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.

2nd Level: Weapon Training: A rogue who selects this talent gains Weapon Focus as a bonus feat. (Elven Branched Spear)

4th Level: Combat Trick: A rogue who selects this talent gains a bonus combat feat. (Combat Reflexes)

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.

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.

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. (Disable Device: 5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.


Common, Varisian, Giant, Infernal


+2 Mithril Agile Breastplate
of Bolstering (13200gp)
+1 Holy Adamantine Elven Branched Spear (23320gp)
Belt of Incredible Dexterity (4000gp)
+2 Vest of Resistance (4000gp)
+2 Ring of Protection (8000gp)
Muleback Cords (1000gp)
MW Thieves Tools (100gp)
MW Backpack (50gp)
Pathfinder's Kit (12gp)
Deluxe Dungeoneering Kit (120gp)
Spring Loaded Wrist Sheath x2 (10gp)
MW Silver Dagger (322gp)
MW Cold Iron Dagger (304gp)
Bandolier (.5gp)
Potion of Flying (750gp)
Potion of CLW x3 (150gp)
Potion of Invisibility x2 (600gp)
Ioun Torch (75gp)
Courtier's Outfit (with jewels) (80gp)
Pickpocket's Outfit (5gp)
Explorer's Outfit (Free)
Amulet of Natural Armor (looted)
6,941gp (5,322 owed to him)