About Volta Delbove* * * * * * * * * * * * * * * * * * Name: Volta Delbove
Stats:
Stat----Score---Mod STR------13------(+1) DEX------18------(+4) CON------10------(+0) INT------14------(+2) WIS------12------(+1) CHA------14------(+2) Skills:
---------------------------Skills--------------------------- Skill=======------------Total---Rnk-----Stat----Msc Acrobatics---------------8--------1.0------4--------3 Appraise-----------------6--------1.0------2--------3 Bluff--------------------2--------0.0------2--------0 Climb--------------------5--------1.0------1--------3 Craft-(Traps)------------6--------1.0------2--------3 Craft-(Untrained)--------2--------0.0------2--------0 Diplomacy----------------2--------0.0------2--------0 Disable-Device-----------11-------1.0------4--------6 +2-MW tools/+13 Disguise-----------------2--------0.0------2--------0 Escape-Artist------------8--------1.0------4--------3 Fly----------------------4--------0.0------4--------0 Heal---------------------1--------0.0------1--------0 Intimidate---------------2--------0.0------2--------0 Knowledge-(Geography)----7--------1.0------2--------4 Lore (The Archmage Nex)--3--------1.0------2--------0 Lore (The Pathfinder Society)-3--------1.0------2--------0 Perception---------------7--------1.0------1--------5 Perception-(Trapfinding)-8--------1.0------1--------6 Perform-(Untrained)------2--------0.0------2--------0 Ride---------------------4--------0.0------4--------0 Sense-Motive-------------7--------1.0------1--------5 Sleight-of-Hand----------10-------1.0------4--------5 Stealth------------------8--------1.0------4--------3 Survival-----------------6--------1.0------1--------4 Swim---------------------1--------0.0------1--------0 Feats:
-------------------------- Feats --------------------------- Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Deft Hands +2 bonus to skill check for Disable Device and Sleight of Hands. Armor Proficiency, Light
Simple Weapon Proficiency plus the hand crossbow, rapier, sap, short sword, and shortbow. Proficient with light armor, but not with shields. Traits:
Traits Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Scholar of Ruins (Knowledge (Geography)) [Paizo Publishing LLC -Advanced Player's Guide,
Special Abilities:
-------------------- Special Abilities --------------------- Archetype: Trapsmith 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. 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. Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. Combat:
-------------------------- Combat -------------------------- Total / Touch / Flat Footed AC:-16----/-14----/-12
Fortitude:----+0
Unarmed-attack:
Rapier:
Crossbow,-Light:
Dagger:
Dagger-(Thrown):
CMB +1; CMD 14
Equipment:
------------------------- Equipment ------------------------ Name..................................QTY.......LBS
Backpack...............................1 (14.lbs.)
Pouch.(Belt)...........................1 (3.1399999.lbs.)
Holy.Symbol.(Iron/Flask)...............1 (1.5.lbs.)
Crossbow,.Light........................1 (4.lbs.) Total.weight.carried:.48.64.lbs.
Description:
------------------------ Description ----------------------- Height: 5' 1" Weight: 135 lbs. Gender: Male Eyes: Amber Hair: Brown,Ponytail Skin: Tanned Dominant Hand: Right Quirks: Organized, Dependable Speech style: Clear Quotable: Oops, sorry! That was me... Appearance: A short boy looking like an early teen dashes constantly around. His brown hair is vainly corralled by a ponytail that whips from shoulder to shoulder, an errant bang always falls out, often on the right side of his face. His brown hair, bronze tanned skin, and amber eyes betray his Taldorian heritage. He is wearing the two toned brown leather jacket favored by the Absalom militia scouts with matching leather breaches. Sturdy leather hiking boots, very clean and buffed but showing unmistakable signs of use, clad his ever moving feet. A dark blue cloak with maroon trim is matched by a pouch at his belt. The belt has matching blue knot-work on a base of golden hued leather, that supports a small brown sheath out of which sprouts a silver-white leather wrapped handle of a dagger. On trips he adds a backpack and belts on a rapier. At a second glance, a close look at his eyes cause a revision of age to late teenager with height challenges. His moods bounce from excessively merry to slightly morose. Background:
Background for Volta Delbove. Volta is a born and bred Pathfinder. His father, Vors, is a respected pathfinder with years of successful missions for the society, but he pales in comparison with his wife, Kale, who, by reputation, walks through walls without magic. He grew up in his parent's modest country estate, in the mountainous areas near the Spire of Nex on the Isle of Kortos near Absalom. He hung on every word of adventure his parents, family associates, and his childhood friends told of adventure and daring deeds. He camped and climbed all over the land but in his greatest efforts, he emulated his mother and her mastery of traps and locks. Even more she filled him with the romance of hidden secrets and treasures the ruins of the past held. His twin sister, Euphemi, is cut from a different cloth, though just as capable, she preferred to make friends with everyone she met, dazzling them with charm. A good childhood filled with warmth. A year ago that ended. Kale, now an ambitious Venture-Captain, decided to take on the ridiculous challenge of the Spire, that seemed to mock her every day she lived in its shadow. Her team gathered and set off, all but one returned. No clear account of what happened there is known, for each person told different stories of failing to get in, of getting in and seeing fantastic, but different sights, or only Kale getting in and never being seen again. The Society declared her lost, unable to find her, even with divination magics. Vors is shattered, living a routine but empty existence, taken care of by friends and his children, truthfully only by Euphemi. Volta, shocked by his mother's loss, cannot completely let go. By turns, with Volta either depressed or annoyingly energetic, Euphemi asked him to leave, to find something to do with his moods. So he left to join the militia in Absalom city proper, but his lack of height nearly barred him. However the Master of Scouts was looking for recruits and Volta was perfect. He did OK, learning more wilderness lore but after about a year his restlessness caused friction. He had words with the scout master with the result of him leaving the militia. Shortly after that conversation, opportunity knocked. Volta is eager to go on any mission with some adventure to it. He knows he has much still to learn, but the sooner the better, for one day he will wrest the secrets of the Spire and find out the fate of his mother.
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