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About Kellen WrenslerKellen Wrensler
==DEFENSE==
==OFFENSE==
Melee Falcata +2: +14/(1d8+5) (19-20/x3) [1-Handed]
Melee Falcata +2: +12/(1d8+5) (19-20/x3) [Two-Handed]
Ranged Icy Burst Composite Longbow+1: +17/(1d8+4)/(1d6 - Frost) (20/x3+Icy (2d10))
==STATISTICS==
BAB +11, CMB +12, CMD +26 Feats Deft Hands, Dodge, Exotic Weapon Proficiency (Falcata), Iron Will, Toughness, Two-Weapon Fighting, Weapon Focus (S. Sword),
Skills
SQ Trapfinding (PFCR 68), Trap Spotter (PFCR 69), Minor Magic (PFCR 69)
==Equipment== Magical Gear: +2 Falcata,+2 Mithral Short Sword, +2 Mithral Chain Shirt, Bag of Holding Type II, Potion of Remove Disease, Potion of Invisibility x 7, Potion of Cat's Grace x 6, Potion of Cure Serious Wounds x 4, Potion of Fly, Potion of Bull's Strength x 2, Ring of Protection +2, Amulet of Natural Armor +1, Belt of Giant Strength +2, Icy Burst Composite Longbow +1, Cloak of Elvenkind, (12) +1 giant bane arrows (+2 bonus, 2d6); (70) +1 arrows; (11) +1 arrow +1, undead bane Gear Bag of Holding, Caltrops (x3), Chalk, Flint & Steel, Rope, 50' - Silk, Sunrod (x2), Tindertwig (x2), Rations (x10), Pitons (x5), Hammer, Crossbow Bolts (x 20), Belt Pouch, Waterskin, Masterwork Thieves Tools, Explorer's Outfit, small cameo with portrait, 1200gp Weapons Falcata, MW Dagger, MW Heavy Mace, Icy Composite Longbow, Mithral Short Sword, Keen Dagger, (20) Arrows Armor Light Steel Shield, Mithral Chain Shirt +2, Light Fortification Studded Leather +2, Cloak of Elvenkind Reference Info:
==Rogue== Sneak Attack:
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion: 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. Trap Sense: Rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Uncanny Dodge: 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. Rogue Talents*:
*Trap Spotter : Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. *Minor Magic : A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier (DC 10). ==Fighter== Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Bravery: A fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. ==Traits== Vagabond Child: You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. You gain a +1 trait bonus on Disable Device, and it is always a class skill for you. City Born (Riddleport): Gain a +1 bonus on Reflex saves. Being from Riddleport, gain a +2 on Bluff checks. ==Feats== Deft Hands: +2 bonus on Disable Device and Sleight of Hand checks Dodge: +1 dodge bonus to AC Exotic Weapon Proficiency: No penalty on attacks made with one exotic weapon (falcata). Iron Will: +2 bonus on Will saves Toughness: +3 hit points, +1 per Hit Die beyond 3 Two-Weapon Fighting: Reduce two-weapon fighting penalties. Weapon Focus: +1 bonus on attack rolls with one weapon (Short Sword). Two-Weapon Defense:When wielding two weapons, you gain a +1 shield bonus to your AC. Mobility:You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Point Blank Shot:: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. ==Human Traits== +2 to One Ability Score: Dexerity
Background:
Spoiler:
Like many a child in Riddleport's rough and tumble districts, Kellen was orphaned by the time he was in his early teens. Whereas most are usually made so through gang warfare, his parents were killed in an accidental dig while working on the Thassilonian ruins that many of its scholars search and hunt through. The particulars of how are still something of a mystery to him. Initially forced into being a pick-pocket and errand boy for gangs, he eventually found himself in the tutelage of a retired rogue named Jeric - having been caught trying to steal from the old man's bookshop. What began initially as punishment for his deeds turned into the only stable home he'd had in years. The old rogue taught him the skills needed to survive in the rough city, but also gave him an opportunity (through his bookshop) to work with the scholars and mages so interested in the Cyphergate. Time spent on dig-sites and tinkering with discovered relics expanded his knowledge and provided him a chance to study Thassilonian artifacts upclose. The question of what his parents' did also fired his interest to know more. These learning years ended with Jeric's death - a scuffle with a local boss that went badly for the old rogue. Left with little but the book shop and Jeric's odd sword, Kellen took up as a local bounty-hunter to make money - finding that his knowledge of Riddleport helped. It was questionable work, but Kellen did his best to skirt the ugliest of it. He found a surprising amount of work among the tiefling populace - many of whom were abandoned/orphaned - and sought relatives/answers to their own parentage. But when he took on a job for Boss Croat, and discovered it was to retrieve a 13 year-old tiefling girl hiding in Roderic's Cove, he balked at taking her back and choose to get her safely to a cousin living near Sandpoint. Realizing that a price would likely go on his head for his defiance, Kellen decided to try and make setup a deal. Knowing there was a hefty bounty on Orik Vancaskerkin, he decided to chase the man down and hope that this "bigger fish" would win him enough favor with another crimeboss to get Croat to back off. This lead to him pursuing the "Heroes of Sandpoint" - rumoured to have met the man - all the way to Magnimar in the hopes of collecting his bounty dead or alive. Appearance: Standing tall, Kellen's frame is wiry but strongly-built. A little rough in look, but piercing grey eyes framed by his dark black hair gives him a mysterious quality that can be attractive or uncomfortable in equal measure. Sometimes brutally honest; sometimes persuasively lying - he's a person with little doubt about himself.
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