Alcide Caesare Moretti
Tall, clean shaven with shoulder length black hair. Bookish but has warm and inviting smile. Always dresses in fine clothes and seen carrying a satchel with rolled up papers halfway sticking out. Good at being stealthy and good with a crossbow, especially
Male Human Rogue 10, Master Spy 0
LG Medium Humanoid (Human)
Init +10; Senses Perception +15
AC 19, touch 16, flat-footed 19/14 (+6 Dex)
Fort +4, Ref +12, Will +7
Spd 30 ft.
Melee: Masterwork Rapier +13/+7 (1d6+1/18-20/x2) and
Dagger +7/+2 (1d4/19-20/x2)
Missile: Masterwork Crossbow +14/+9 (1d8+1/19-20/x2); Range 80'and
Masterwork Hand Crossbow +14/+9 (1d4+1/19-20/x2); Range 80'and
Dagger +7/+2 (1d4/19-20/x2); Range 10'
Str 10, Dex 23, Con 13, Int 16, Wis 14, Cha 16
Base Attack: +7/+2; CMB +7; CMD 22
Feats: Weapon Finesse: Rapier, Improved Initiative, Point-Blank Shoot, Precise Shot, Rapid Reload-Light Crossbow, Rapid Shot, Iron Will, Deceitful (+4 to Bluff, Disguise)
Skills: Acrobatics +13, Appraise +9, Bluff +20, Climb +10, Craft (Clothing) +7, Craft (Poisons) +7, Craft (Alchemy) +7, Diplomacy +16, Disable Device +16, Disguise +20, Intimidate +7, Knowledge (Arcana) +6, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Underworld Lore) +7, Knowledge (Gulden) +10, Knowledge (Sollie) +10, Knowledge (Airest Island) +8, Knowledge (Diransi) +8, Linguistics +10, Perception +15, Profession (Architect) +15, Sense Motive +15, Sleight of Hand +15, Stealth +19/+24
Languages: Trade (F); Celestial (S); Diransi: Danta (N), Du Nord (S), Parlez (S); Gulden: Ordu (N), Odin (N), Za Tsk (M), Dva (N), Tri (F); Sollie: Hana (N), Taegeu (N), Keulim (F), Geum (F), Nopeun Hana (F), Baoshi (F), Hezuo (M), Go Takai (M); Airest Island: Utine (F)
Gear: Leather Armor +2, Masterwork Rapier, Masterwork Light Crossbow and Bolts (40), Hand Crossbow +1 (Seeking) and Bolts (10), Dagger; Other Gear: Belt of Dex +2, Googles of Minute Seeing, Spy Glass, 50' Silk Rope, Disguise Kit, Disguise Salve (6), Travelings Clothes, Clerics Vestments, Courtier's Outfit, Noble's Outfit, Entertainer's Outfit, Masterwork Patchwork Cloak, Sollie Servant's Komono, Sachel: Paper (100), Ink and Quill, Masterwork Thieves tools, Alchemist's Fire (2), Smokestick (5), Tanglefoot bag (2)
Sneak Attack: +5d6 The rogue's attack deals extra damage (called "precision 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 two rogue levels thereafter. Should the rogue 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.
Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.
Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.
Deadly Range: At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.
Uncanny Dodge: Starting 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 Dex 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 (see Combat) against her.
Improved Uncanny Dodge: A rogue of 8th level or higher 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.
Rogue Talent: Bleeding Attack (EX) Cause opponents damaged by your sneak attack to bleed.
Camouflage (Ex): Gain a bonus to Stealth checks in certain terrains.
Snap Shot (Ex): Gain initiative 20 for a surprise round.
Sniper's Eye (Ex): Gain sneak attack on ranged attacks.
Fast Stealth (Ex): Move at full speed while using Stealth.
Advanced Rogue Talent: Crippling Strike* (Ex) Sneak attacks also deal 2 points of Strength damage.
Trait: Disquise Salve, Lip Reader
< 30' +14/+9 1d8+2 18-20/x2
> 30' +14/+9 1d8+1 18-20/x2
> 80' +13/+8 1d8+1 18-20/x2
Rapid Shot < 30' +14/+14/+9 1d8+2 18-20/x2
> 30' +14/+14/+9 1d8+1 18-20/x2
> 80' +13/+13/+8 1d8+1 18-20/x2
w/Sneak Attack < 30' +14/+9 1d8+2+5d6 18-20/x2
> 30' +14/+9 1d8+1+5d6 18-20/x2
> 80' +13/+8 1d8+1+5d6 18-20/x2
w/Sneak Attack and Rapid Shot < 30' +14/+14/+9 1d8+2+5d6 18-20/x2
> 30' +14/1+4/+9 1d8+1+5d6 18-20/x2
> 80' +13/+13/+8 1d8+1+5d6 18-20/x2
w/Sneak Attack and Bleeding Attack < 30' +14/+9 1d8+2+5d6 18-20/x2, -5hp every round until Healed.
> 30' +14/+9 1d8+1+5d6 18-20/x2, -5hp every round until Healed.
> 80' +13/+8 1d8+1+5d6 18-20/x2, -5hp every round until Healed.
w/Sneak Attack, Rapid Shot, and Bleeding Attack < 30' +14/+14/+9 1d8+2+5d6 18-20/x2, -5hp every round until Healed.
> 30' +14/+14/+9 1d8+1+5d6 18-20/x2, -5hp every round until Healed.
> 80' +13/+13/+8 1d8+1+5d6 18-20/x2, -5hp every round until Healed.
w/Sneak Attack, Bleeding Attack, and Crippling Strike < 30' +14/+9 1d8+2+5d6 18-20/x2, -5hp every round until Healed, -2 to Str.
> 30' +14/+9 1d8+1+5d6 18-20/x2, -5hp every round until Healed, -2 to Str.
> 80' +13/+8 1d8+1+5d6 18-20/x2, -5hp every round until Healed, -2 to Str.
w/Sneak Attack, Rapid Shot, Bleeding Attack, and Crippling Strike < 30' +14/+14/+9 1d8+2+5d6 18-20/x2, -5hp every round until Healed, -2 to Str.
> 30' +14/+14/+9 1d8+1+5d6 18-20/x2, -5hp every round until Healed, -2 to Str.
> 80' +13/+13/+8 1d8+1+5d6 18-20/x2, -5hp every round until Healed, -2 to Str.
Hand Crossbow Attacks
< 30' +15/+10 1d8+2 19-20/x2
w/Sneak Attack, and Bleeding Attack
< 30' +15/+10 1d8+2+5d6 19-20/x2, -5hp every round until Healed.
w/Sneak Attack, Bleeding Attack, and Crippling Strike
< 30' +15/+10 1d8+2+5d6 19-20/x2, -5hp every round until Healed, -2 to Str.
Alcide doesn’t talk about past much. What you know is that he was born to merchant parents in the city but was raised by grandparents who lived outside of town. Around the age of 15 his parents were killed when a fire broke out in the market. The fire quickly spread to their shop and they died trying to get out. He studied art and architecture at the University in Adria. Moved from city to city. Currently he work for the Masons Guild in the city. He does some drawing ands plans for them, but mostly is courier them. He runs plans, drawings, and contracts to clients and city offices.
That’s what you know. What you don’t know is that is all a lie. He did study at the University of Adria, but that’s it. Alcide’s real name is Emilio Venier. He grew up in Spastai with his merchant parents until they were murder one night. The official reports claim it was an accident, but Alcide knows better. His father a chair in the merchant’s guild. He and some of his friend had stopped a proposal from some other chair members. They were not happy and over the next couple of months a few opposing chairs starting having accidents. Alcide’s father was one of the first. Before his father’s death and going to the University, Alcide joined city’s army. He was outsourced to Mercenary Crossbow Corp the city contracted with. For four years he served his city and the Genoese Crossbowmen. When Alcide finish at the University he returned and starting working for the city’s counsel of development. This is where Alcide learned of what really happened to his father and mother. He suspect but had no proof. When he did get the proof he needed, the city started blocking his requests. Frustrated with the system and not sure what to do, a man approached him with a proposition. The man was part of secret group of vigilantes who remove corrupt individuals from there position of power, permanently. Alcide later joined the group. His position in the city allowed him access to investigate corrupt officials for the group and group started holding trials for the ones responsible for his parent’s murder. But that was when he learned that the group was slowly being corrupted. A rival group of vigilantes, with not the purest of intentions, had infiltrated the organization and was corrupting from the inside. Alcide severed all ties to the group and disappeared. He took several steps to change his identity. Went to many clerics and wizards to have spells permanently change his appearance, changed his name numerous times and moved to a different city far away from the city he grew up in. But that didn’t change his desire to fight corruption. He just knew he had to do it alone.