Description
KNIGHT LANCE CORPORAL SIR GELLIUS RATARION CR 9
Male Human (Chelaxian) Rogue 10
CG Medium Humanoid (Human)
Init +18; Senses Perception +17
DEFENSE
AC 25, touch 18, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection, +1 dodge)
hp 53 (10d8)
Fort +5, Ref +15, Will +7
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=14), Trap Sense
OFFENSE
Spd 30 ft.
Melee +1 Agile, Dueling, Keen Silversheen Rapier +12/+7 (1d6+7/15-20/x2) and
+1 Pitfall Cold Iron Shortsword +12 (1d6+1/19-20/x2)
Ranged Shortbow +13/+8 (1d6/20/x3)
Special Attacks Bleeding Attack +5, Sneak Attack +5d6
Spell-Like Abilities Daylight (1 minutes/day), Light (At will), Minor Magic (Acid Splash) (3/day)
STATISTICS
Str 10, Dex 19/23, Con 10, Int 14/16, Wis 14, Cha 12
Base Atk +7; CMB +7; CMD 25 (27 vs. Disarm, 27 vs. Feint)
Feats Dodge, Improved Initiative, Mobility, Rogue Weapon Proficiencies, Skill Focus: Acrobatics, Spring Attack, Two-weapon Fighting, Weapon Finesse
Traits Freedom Fighter, Reactionary
Skills Acrobatics +25, Bluff +14, Climb +10, Diplomacy +15, Disable Device +26, Disguise +15, Escape Artist +19, Knowledge (Dungeoneering) +9, Knowledge (Local) +16, Linguistics +11, Perception +17, Sense Motive +15, Sleight of Hand +18, Stealth +19 Modifiers Fast Tumble
Languages Aklo, Common, Hallit, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Tien
SQ Knighthood, Thieves’ Guild (empty), Tiller, Trap Spotter (Ex), Trapfinding +5, Wayfinder, Dayfinder (1 @ 0 lbs) (Wayfinder, Dayfinder)
Combat Gear +1 Agile, Dueling, Keen Silversheen Rapier, +1 Pitfall Cold Iron Shortsword, +2 Mithral Chain Shirt, Arrows (15), Shortbow; Other Gear Amulet of Natural Armor +1, Belt of Incredible Dexterity, +4, Climber’s kit, Cloak of Resistance, +2, Disguise kit (10 uses), Dungeoneering Kit, Deluxe, Eagle Knight, Flint and steel, Handy Haversack (14 @ 52 lbs), Headband of Vast Intelligence, +2: Use Magic Device, Ioun Stone, Dusty Rose Prism (Cracked), Knighthood, Pathfinder’s Kit, Potion of Cure Light Wounds (5), Potion of Cure Moderate Wounds (2), Pouch, belt (1 @ 0 lbs), Ring of Protection, +1, Signet ring, Thieves’ Guild (empty), Thieves’ tools, masterwork, Tiller, Wand of Cure Light Wounds, Wand of Feather Step, Wayfinder, Dayfinder, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0 lbs)
TRACKED RESOURCES
Arrows – 0/15
Daylight (1 minutes/day) (Sp) – 0/1
Disguise kit (10 uses) – 0/10
Light (At will) (Sp) – 0/0
Minor Magic: Acid Splash (3/day) (Sp) – 0/3
Potion of Cure Light Wounds – 0/5
Potion of Cure Moderate Wounds – 0/2
Wand of Cure Light Wounds – 0/50
Wand of Feather Step – 0/50
SPECIAL ABILITIES
Bleeding Attack +5 (Ex) Sneak attacks also deal 5 bleed damage per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Tumble (Ex) No DC increase for tumbling through threatened squares at full speed.
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Knighthood +2 to Diplomacy & Know (nobility) in Andoren or vs Andoren subjects.
Minor Magic: Acid Splash (3/day) (Sp) A Cantrip becomes a Spell Like ability
Mobility +4 to AC against some attacks of opportunity.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Spring Attack You can move – attack – move when attacking with a melee weapon.
Thieves’ Guild (empty) 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 +3 (Ex) +3 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 +5 +5 to find or disable traps.
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.
Bio
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.
