Pathfinder Society San Antonio
Knight Lance Corporal Sir Gellius Ratarion
Knight Lance Corporal Sir Gellius Ratarion
Male Human (Chelaxian) Rogue 12
CN Medium humanoid (human)
Init +23; Senses Perception +28
AC 24, touch 18, flat-footed 17 (+6 armor, +6 Dex, +1 deflection, +1 dodge)
hp 75 (12d8+12)
Fort +8, Ref +19 (+4 bonus vs. traps), Will +9; +2 resistance bonus to recover from a continuing effect (ongoing poison, ongoing disease, recover from hold person, etc.)
Defensive Abilities evasion, improved evasion, improved uncanny dodge, trap sense +4
Speed 30 ft.
Melee +1 agile, dueling, keen silversheen rapier +15/+10 (1d6+8/15-20) and
+1 pitfall cold iron shortsword +15 (1d6+1/19-20)
Special Attacks sneak attack +6d6
3/day-Minor Magic (Acid Splash)
2/day-Major Magic (Vanish)
Str 10, Dex 24, Con 12, Int 16, Wis 14, Cha 12
Base Atk +9; CMB +9 (+11 disarm); CMD 28 (30 vs. disarm)
Feats Dodge, Extra Rogue Talent, Extra Rogue Talent, Improved Initiative, Mobility, Skill Focus (Acrobatics), Spring Attack, Two-weapon Fighting, Weapon Finesse
Traits freedom fighter, reactionary
Skills Acrobatics +33, Bluff +19 (+21 to Feint), Climb +10, Diplomacy +19, Disable Device +30, Disguise +18, Escape Artist +22 (+25 to free slaves from bondage), Intimidate +4, Knowledge (dungeoneering) +12, Knowledge (local) +18, Knowledge (planes) +8, Linguistics +11, Perception +28 (+34 to locate traps), Sense Motive +21, Sleight of Hand +19 (+21 to steal items without being noticed), Stealth +20, Use Magic Device +19
Languages Aklo, Common, Hallit, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Tien
SQ rogue talents (bleeding attack, combat trick, familiar, fast tumble, improved evasion, major magic [vanish], minor magic [acid splash], trap spotter), trapfinding +6
Combat Gear potion of cure light wounds (5), potion of cure moderate wounds (2), wand of anticipate peril (48 charges), wand of cure light wounds (45 charges), wand of feather step (48 charges), wand of vampiric touch (7 charges)
Other Gear +2 mithral chain shirt, +1 agile, dueling, keen silversheen rapier, +1 pitfall cold iron shortsword, aegis of recovery, belt of incredible dexterity +4, boots of elvenkind, circlet of persuasion, cloak of resistance +3, eyes of the eagle, gloves of reconnaissance, handy haversack, headband of vast intelligence +2, ioun stone (dusty rose prism, cracked), ioun stone (ocher rhomboid ioun stone), ioun stone (pink rhomboid), ring of protection +1, belt pouch, climber’s kit, disguise kit, dungeoneering kit, deluxe, flint and steel, pathfinder’s kit, signet ring, thieves’ tools, masterwork, wrist sheath, spring loaded, wrist sheath, spring loaded, 1445 PP, 5 GP, 7 SP, 2 CP
Aegis of recovery (1 uses) +2 resist bonus to recover from effects, heals wearer below 0 hp and crumbles.
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar (Ex) A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature. This ability functions exactly like that part of the class feature, but the rogue’s effective wizard level is her rogue level -4. The rogue mu
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm’s reach.
Fast Tumble (Ex) When using Acrobatics to avoid AoO, DC doesn’t increase for moving full speed.
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Knighthood +2 to Diplomacy & Know (nobility) in Andoren or vs Andoren subjects.
Major Magic (Vanish) (2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Acid Splash) (3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Porter (1 @ 5 lbs) Carry 100 lbs at full speed, or up to 300 lbs at encumbered speed.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spring Attack You can move – attack – move when attacking with a melee weapon.
Thieves’ Guild Can use Sleight of Hand for Day Job rolls. +2 to Sleight of Hand to steal.
Tiller +3 to Escape Artist to free slaves from bondage.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10’ of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Wand of anticipate peril (48 charges) Add this item to create a wand of a chosen spell.
Wand of cure light wounds (45 charges) Add this item to create a wand of a chosen spell.
Wand of feather step (48 charges) Add this item to create a wand of a chosen spell.
Wand of vampiric touch (7 charges) Add this item to create a wand of a chosen spell.
Wayfinder, dayfinder (1 @ 0 lbs) (Wayfinder, Dayfinder) Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors—never for gold.
CG Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +16
AC 22, touch 15, flat-footed 19 (+3 Dex, +2 size, +7 natural)
hp 37 (1d8)
Fort +4, Ref +11, Will +4
Immune mind-affecting effects
Speed 30 ft.
Melee sting +14 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
Base Atk +9; CMB +10; CMD 16 (28 vs. trip)
Feats Stealthy, Weapon Finesse
Skills Acrobatics +15, Bluff +8, Climb +12, Diplomacy +8, Disable Device +15, Disguise +5, Escape Artist +19, Linguistics +4, Perception +16, Sense Motive +12, Sleight of Hand +12, Stealth +26, Survival +1, Use Magic Device +8; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison – Sicken (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +6
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Gellius barely remembers his parents; his last memory was of them hiding him and his sister, Valeria, in their home. He remembers his father giving him the ring he always wore and telling them to stay hidden and quiet. His curiosity got the better of him though, he looked through the crack in the wall they were behind and he saw something that still brings nightmares to him to this day, beasts clothed from head to toe in imposing infernal armor. Then he heard screams and silence. He wanted to cry but his brave sister kept him silent.
Many years later he would learn that those infernal armored beasts were not beasts at all but Hellknights. He still does not know why they hunted and killed his parents. All he could learn from his sister was that his parents loved him and the ring given to him was the family crest and he should keep it.
He and his sister grew up in the slums of Westcrown barley eking out a living through begging and pick pocketing. Life was harsh but as long as he and his sister were together they would survive. That did not last. His sister, who grew into a beautiful young teenager was set upon by a slaver and taken away from him. He would never see her again but vowed he would find her and free her.
As he grew, his hatred for those in power of Cheliax grew to fervor. He was able to find other likeminded young men and women who joined him in a gang to fight the depravity of the Chelish nobility. At first they did simple acts of thievery and vandalism, but soon they grew more daring, waylaying slaver caravans to free the slaves. Their exploits soon caught the eye of the Hellknights who ambushed them during a raid on a slaver caravan killing the gang to the man and woman except for himself who was able to escape.
With his life forfeit and a bounty on his head accusing him as a terrorist to the Empire, he fled Chelxia finally ending up in Absalom; there he met Captain Colson Maldris, who introduced him to the ideas of Andoran and to the Pathfinders. He joined the pathfinders soon afterwards in the hope to gain friendships and connections that will someday help him find and free his sister and to bring his rebellion back home.