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BROWSE
26 Worshiper Of Desna avatar

Etellio's page

106 posts. No reviews. Alias of Alex Martin.

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Full Name

Etellio

Race

Half-elf

Classes/Levels

Sorceror 1/Rogue 1

Gender

Male

Size

5' 9", 155 lbs

Age

26

Alignment

Chaotic Good

Deity

Desna

Location

The Lost Coast; Sandpoint

Languages

Common, Elven; Varisian

Occupation

Traveling Mage; Seeker

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 15

About Etellio

Melee: Morningstar (1d8,crit 19-20/x2 - 6 lbs, blunt/piercing,1H)

Ranged: Crossbow, Light +2 (1d8, crit 19-20/x2 - 80 ft range, 4 lbs, piercing)

Sneak Attack: 1d6

AC: 12 = 10 +2(Dexterity)
Flat-footed: 10
Touch: 12

Initiative: +2 (Dexterity)

Speed and check penalty:

Spoiler:

Speed (full gear): 30 ft (light load - 33 lbs)

Check penalty (full gear): 0

Speed (combat gear): 30 ft (no armor, 12 lbs for weapons)

Check penalty (combat gear): 0

Saves:
Fort +3 = 17 = 14 (base) +2 (Con) + 1 (Feat)
Ref +4 = 18 = 14 (base) + 2 (Dex) + 2 (Rogue class)
Will +2 = 12 = 10 (base) +2 (Sorc class)

HP: 15

Racial Qualities:

Spoiler:

Half-elf base land speed is 30 feet.

Immunity to sleep spells and similar magical effects.

+2 racial bonus on saving throws against enchantment spells or effects.

Low-light vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions.

+1 racial bonus on Listen, Search, and Spot checks.

+2 racial bonus on Diplomacy and Gather Information checks.

Elven Blood: For all effects related to race, a half-elf is considered an elf.

Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Automatic Language: Common; Elven.
Bonus Languages: Any. Have chosen Varisian, as per Player's Guide.

Class Abilities:

Spoiler:

Sorceror

Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

Spells
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. He receives bonus spells per day if he has a high Charisma score.
A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Rogue
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time 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 it 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.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks.

Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Experience
1000 XP
3rd Level @ 3,000 XP

Skills:

Spoiler:

Bluff +2 = +2 (Cha)
Concentration +4 = +2 (Con) +2 (Ranks)
Disable Device +3 = +1 (Int) +2 (Ranks)
Gather Information +5 = +2 (Cha) +1 (Ranks) +2 (Racial)
Knowledge(Arcana) +3 = +1 (Int) +2 (Ranks)
Knowledge (Local) +2 = +1 (Int) +1 (Ranks)
Move Silently +4 = +2 (Dex) +2 (Ranks)
Open Lock +5 = +2 (Dex) +3 (Ranks)
Perform +2 = +2 (Cha)
Search +4 = +1 (Int) +2 (Ranks) +1 (Racial)
Spellcraft +3 = +1 (Int) + 2 (Ranks)
Sleight of Hand +3 = +2 (Dex) + 1 (Ranks)

Feats:

Spoiler:

Toughness: (+3 to Hit Points)
Lone Wolf: (+1 bonus on Fortitude checks; when dying - 50% chance to stabilize)

Spells:

Spoiler:

Lvl 0: 5/day
Lvl 1: 4/day

Level (0) - Cantrips {4 known}:
Light, Presdigitation, Ray of Frost, Read Magic

Level (1) - {2 known}:
Magic Missle, Sleep

Equipment and encumberance:

Spoiler:

Equipment (traveling gear): Morningstar, Light Crossbow, (2) Cases of Crossbow Bolts (20), Backpack, Waterskin, Trail Rations (2), Flint and Steel, Oil (3 pints), Parchment (3), Ink pen, Spell Components Pouch, traveler's outfit

4 GP

Encumbrance from armor: 0

Encumbrance from equipment and weapons (full load): 33 lbs.

Equipment (combat): Morningstar, Light Crossbow, Case of Crossbow Bolts (20), Spell pouch, traveler's outfit

Encumbrance from equipment and weapons (combat): 15 lbs.

Background:

Spoiler:

Born of a Varisian mother and an enigmatic elf, Etellio has come to know the wanderer's life so familiar to his Varisian parent. But many a hardship has accompanied this heritage. His mother, Emyrala, was from a Magnimarian clan of artists and crafters - migrating from there across Southern Varisia from that city as far east as Biston. It was while camping in that region, that she met an elf that was a talented dancer and spellcaster, going by the stagename, Thrakanos the Magnificient. A whirlwind romance followed and resulted in Etellio's birth. Then, as suddenly as he came into their lives, Thrakanos left - marching straight into Ashwood and disappearing as if he were but a figment.

Despite her sadness, Emyrala was overjoyed at her son and so was much of his immediate family - he was raised to love the adventure traveling brought; always inquisitive into what he saw. But among those kin of Magnimar, he felt somewhat displaced and some small sadness emerged. Sensing this, his mother and family traveled and worked in places like Nybor (known for it's half-breed natives of all sorts) and Whistledown (where the Gnomish penchant for magic and whimsy raised his spirits.) Always, he hoped to know more or who is father was; that slight feeling of displacement never went away, but his spirit of curiosity and knowledge grew as well. He grew into a brave, striking lad, and probably would have lived all his life among his mother's people.

But eight years ago, they were attacked by raiders out of the Cinderlands. Many were killed, but he and his mother were captured and taken to Kaer Maga - sold as slaves to different buyers. His mother disappeared out of his life; he found himself in the service of several mages in succession - finally arriving at the service of a bloatmage. What these years gave him were bitter frustration; but despite losing hope at times - he discovered that he had a special talent. Watching men of magic manipulate it like flame awoke his own innate talent - the ability to do things they could not. When his last master was killed by a rival, he broke free and managed to set out on his own. He had finally managed to get a few coins together; sadness and wanderlust forced him to set out on his own.

Unsuccessful in locating any his Varisian kinsmen, he journeyed back to Nybor - where he spent some time as stage magician and trying to place his unpleasantness behind him. An encounter with a Desnian seeress, hoping it would yield some information about his mother instead revealed that his father was somewhere north - in the Mierani forest. Seeking solace; maybe answers - he began a journey northward. Hearing of the Swallowtail festival in Sandpoint on his journey, Etellio as stopped to rest; give thanks; and maybe take a moment to enjoy life again to its fullest.

Personality and Appearance:
A lean, muscular man, Etellio's oilve skin and elven features accent an exotic, but handsome appearance. His black hair shows an accent of steel-grey hair that gives his looks a more striking quality. Whether this is a sign of his hardship or a reflection of his elven heritage is unknown. He tends to dress in Varisian style, but with accents on blues instead of the gaudier colors. His tatoos are limited to his arms and back - so his Varisian hallmark isn't as overt.

Brash and direct at times; High on charm when needed. Can be somber or quiet in serious moments; focused when the subject of magic or elves is addressed.



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