Adameus Shadowboren (Idae)

Little is known about this roguish character. He has only admitted that he grew up as an orphan on the streets of the Shadowshore district of Sasserine, but little else.

Idae,” as he sometimes calls himself, was somehow acquainted with Viselys and the Mortaum family. As one would expect of a person who grew up in the Slums, Idae had little apparent knowledge of etiquette, though he did seem to make an effort.

Dressed in peasant garb, he made a stark contrast to his wealthy, more flamboyant, companions. Implausibly, he seemed to have some prior history with Lavinia Vanderboren.

Even more implausibly, some evidence came to light to suggest that Idae might actually be the older brother of Viselys Mortaum. Viselys previously had no reason to believe he’d ever had an older sibling, and dismissed this theory out of hand.

Later, after discovering that his reputation with his Shadowshore compatriots was being tarnished by being seen in the company of a guard from the Cudgel District, Idae changed his appearance, and started using the name, "Adameus Shadowboren."

Viselys has long suspected that Adameus may actually be the Sasserine folk-hero called "The Shadow."

He soon purchased clothing more befitting of an aristocrat and wearing a signet ring depicting a stylized "S," representing the fictitious "House of Shadowboren."

During his time spent with Lavinia, Adameus (his professed “real” name) began to foster a romantic interest in the noblewoman, which put him at odds with his alleged brother, Viselys, who had also developed an infatuation for her.

Adameus also began expressing an interest in music during a voyage to Farshore and he practiced singing with the bard Miranda Rivers.

While on the Isle of Dread, Adameus became separated from the rest of the party, along with the dancing rogue, Diamondback.

It turned out that both of them had been abducted by Rowyn Kellani and used in a diabolical scheme in which Viselys had to choose which of the two he would rescue.

Viselys chose Diamondback, for whom he had begun to develop an infatuation, which resulted in Adameus' apparent death. However, when his companions eventually returned to try to recover the body, it had disappeared.

Recently, Lavinia has expressed that she believes she has seen a figure resembling Adameus from a distance, but she doubts her own perception.


Male Human rogue 19
TN medium humanoid (human)
Init +9; Senses Perception +22,
Languages Common, Elven, Goblin, Halfling, Thieves Cant

AC 29, touch 18, flat-footed 29
hp 180 (19HD)
Fort +10, Ref +20, Will +6, +6 Reflex to avoid traps
Defensive Abilities Evasion, Improved Uncanny Dodge, Trap Sense +6, Uncanny Dodge,
Speed 20 ft. (4 squares)
Face5 ft.Reach5 ft.
Base Atk +14; CMB +17; CMD 39
Atk Options Crippling Strike, Deadly Sneak, Powerful Sneak, Sneak Attack 10d6,
Special Actions**
Melee rapier +3+25/+20/+15 (1d6+6/15-20)
Melee sun blade+23 (1d10+3/19-20)
Melee sword +2 (short)+23/+18/+13 (1d6+5/19-20)
Ranged longbow +3 (composite)+24/+19/+14 (1d8+3/x3), within 30 ft. +25/+20/+15 (1d8+4)
Magic Item Spell-Like Abilities: freedom of movement ( DC 10, at will)

Special Qualities Black Market Connections, Bonus Feat, Bonus Rogue Talent (12x), Combat Swipe, Fast Stealth, Fast Tumble, Honeyed Words, Negative Levels, Quick Disable, Quick Trapsmith, Skilled, Stand Up, Trapfinding, , , , , , , , , , , ,
Feats Armor Proficiency, Light, Combat Reflexes, Improved Critical (Rapier), Improved Steal, Lightning Reflexes, Martial Weapon Proficiency (Longbow), Persuasive, Point-Blank Shot, Precise Shot, Quick Draw, Simple Weapon Proficiency, Stealthy, Weapon Finesse, Weapon Focus (Rapier)
Skills Acrobatics +31, Acrobatics (Jump) +27, Appraise +11, Bluff +26, Climb +22, Craft (Untrained) +3, Diplomacy +30, Disable Device +35, Disguise +4, Escape Artist +30, Fly +4, Intimidate +6, Knowledge (Local) +12, Knowledge (Nobility) +5, Linguistics(Thieves Cant) +7, Perception +22, Perception (Trapfinding) +31, Perform (Sing) +17, Perform (Untrained) +4, Profession (Sailor) +13, Ride +4, Sense Motive +8, Sleight of Hand +26, Stealth +45, Use Magic Device +26,

amulet of natural armor +5
bracers of health +6
gloves of dexterity +4
rapier +3
ring of freedom of movement
ring of protection +5
sun blade
belt of giant strength +4
explorer's outfit
studded leather +3 (shadow (greater))
boots of elvenkind
rope of entanglement
signet ring (shadowboren/mortaum)
Backpack, Masterwork [ Bag of Holding (Type II); Portable Hole; Arrow (Cold Iron) (x20); Case (Map or Scroll); Chalk (1 Piece) (x10); Climber's Kit; Crowbar (Adamantine); Decanter of Endless Water; Fishhook (x25); Flask (Empty); Flint and Steel; Gloves of Swimming and Climbing; Ink (1 oz. Vial); Inkpen; Peasant's Outfit; Smokestick (x2); Sunrod (x2); Waterskin (Filled); Sword +2 (Short); Pouch (Belt); ]
Bag of Holding (Type II) ; Case (Map or Scroll) [ Paper (Sheet) (x21); ]
Flask (Empty) ; Portable Hole ; Pouch (Belt) ; Pouch (Belt) [ Ring of Invisibility; Slippers of Spider Climbing; ]
Pouch (Belt) [ Rope (Silk/50 ft.); Tanglefoot Bag (x3); ]
Quiver [ Arrow +1 (Anarchic) (x10); Arrow (Cold Iron) (x10); ]
Longbow +3 (Composite) ;

Black Market Connections (Ex) ** A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue's presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table below.
**Bonus Feat ** Humans select one extra feat at 1st level.
**Bonus Rogue Talent (12x) ** The human gains +1/6 of a new rogue talent.
**Combat Swipe ** A rogue who selects this talent gains Improved Steal as a bonus feat.
**Crippling Strike (Ex) ** You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.
**Deadly Sneak
(Ex) ** Whenever a rogue with this talent uses the powerful sneak rogue talent, she treats all 1s and 2s on the sneak attack damage dice as 3s. A rogue must have the powerful sneak rogue talent before choosing this talent.
**Evasion (Ex) ** You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
**Fast Stealth (Ex) ** This ability allows you to move at full speed using Stealth without penalty.
**Fast Tumble (Ex) ** When a rogue with this talent uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
**Honeyed Words (Ex) ** Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability one additional time per day for every five rogue levels she possesses.
**Improved Uncanny Dodge (Ex) ** You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 23.
**Negative Levels ** 0 negative level (-0 effective level and loses access to 0 spell from the highest spell level castable)
**Powerful Sneak (Ex) ** Whenever a rogue with this talent takes a full attack action, she can elect to take a -2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.
**Quick Disable (Ex) ** It takes you half the normal amount of time to disable a trap using the Disable Device skill(minimum 1 round).
**Quick Trapsmith (Ex) ** As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.
**Reactionary ** You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
**Skilled ** Humans gain an additional skill rank at first level and one additional rank whenever they gain a 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 10d6 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.
**Stand Up (Ex) ** You can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
**Trapfinding (Ex) ** You add +9 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.
**Trap Sense (Ex) ** You gain a +6 bonus on Reflex saves made to avoid traps, and a +6 dodge bonus to AC against attacks made by traps.
**Uncanny Dodge (Ex) ** You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
**World Traveler (Knowledge (Local)) ** Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.

Sanity Points - Total: 70 Current: 70