Seltyiel

Kurasaviel's page

184 posts. Alias of CircadianRythms.


Full Name

Kurasaviel

Race

Half-Elf Unchained Rogue 4/Fighter (Mutation Warrior) 1

Classes/Levels

Init +10 | Perc +10 (+12 vs Traps) | HP39 | AC 21 Touch 16 FF 21 | CMB +5 CMD 20 | Fort +3 Ref +8 Will +1 | Mwrk Curve Blade Power Attack +10 (1d10+12/18-20x2) | Stealth +12

Gender

Male

Size

Medium

Age

19

Alignment

CG

Deity

Desna

Languages

Common, Elven, Goblin

Strength 13
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 10
Charisma 13

About Kurasaviel

Crunch:
Kurasaviel
CG Medium humanoid (human/elf)
Init +10; Perception +9 (+11 vs Traps)
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Defense
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AC 21 touch 16, flat-footed 21 (+5 armor, +4 Dex, +1 Deflection, +1 Dodge)
hp 39 (4d8+1d10+5 Con+5 FCB)
Fort +3, Ref +8, Will +1

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Offense
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Speed 30 ft.
Melee masterwork elven curve blade with power attack +10 (1d10+12/18-20x2)

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Statistics
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Str 13 Dex 18, Con 12, Int 12, Wis 10, Cha 13
Base Atk +4; CMB +5; CMD 16
Feats- Improved Initiative, Weapon Focus- Elven Curve Blade, Power Attack, Furious Focus, Dodge, Dazzling Display
Traits- Elven Reflexes, Childhood Crush (Ameiko)
Skills- Acrobatics 11 (4), Appraise 6 (2), Bluff 6 (2), Climb 6 (2), Diplomacy 8 (4), Disable Device 14 (5), Intimidate 7 (3), Knowledge Dungeoneering 8 (4), Knowledge Local 8 (4), Perception 10 (5), Profession Bartender 5 (2), Sense Motive 7 (4), Sleight of Hand 9 (2), Stealth 12 (5), Swim 6 (2), Use Magic Device 6 (2)
Gear- Masterwork Elven Curve Blade (380), +1 Mithral Chain Shirt (2250), Concealable Thieve's Tools (190), Masterwork Backpack (4), Bedroll (0.1), Blanket (0.5), Flint and steel (1), Silk Rope (10), Trail Rations x2 (1), Wandermeal Rations x12 (0.77), Grappling Hook (1), Soap (0.01), Mirror (10), Sunrod x5 (10), Ring of Protection +1
641.62 GP

Encumbrance- 55 lbs
Light Load- 58 lbs
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Special Abilities
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Sneak Attack- +2d6
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 anytime 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 increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding- A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training- Elven Curve Blade
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion- At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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. A helpless rogue does not gain the benefit of evasion.

Rogue Talent- Weapon Training- A rogue who selects this talent gains Weapon Focus as a bonus feat.

Danger Sense- At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury- At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Uncanny Dodge- At 4th level, a 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 Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Rogue Talent- Combat Trick- Furious Focus

Character Background:

Growing up in Sandpoint was, in times past, a thing of relative peace aside from the odd Goblin raid. All of that changed during what the locals came to call "the late unpleasantness." Jervis Stoot, a local craftsman who was much beloved by the town, was secretly a prolific serial killer who came to be known as Chopper. He was eventually killed, but was responsible for taking the lives of over twenty residents of Sandpoint, including Kurasaviel's mother and father.

Until that point, Kurasaviel had been a relatively normal child. Bright and extremely dexterous, he'd attended the Turandarok Academy and had several friends. One of the closest of his friends was Tsuto Kaijitsu. Tsuto understood better than most the isolation that Kurasaviel felt, and helped Kurasaviel by making him realize how lucky he had been to have had a real family before they died. The thing that truly changed Kurasaviel, however, was when Tsuto introduced Kurasaviel to Ameiko.

Tsuto and Ameiko clearly had problems, and the two squabbled almost non-stop, but Kurasaviel was smitten with the Ameiko from the moment he laid eyes on her. She was remarkable, and Kurasaviel found himself drawn to her. Kurasaviel's obvious crush on Ameiko created a rift between him and Tsuto, who would soon leave for Magnimar.

Kurasaviel loved Ameiko from afar. Aside from their one meeting, which had been just before her mother's funeral, Kurasaviel was far too nervous to try to develop a rapport with Ameiko. Eventually, Ameiko would leave Sandpoint again, returning years later. She was clearly different; she didn't talk much about her adventuring days. Something had clearly happened out in the wilderness.

Kurasaviel didn't care. To him, Ameiko's silent stoicism merely made her all the more admirable.

When Ameiko took over the Rusty Dragon, Kurasaviel decided that he would everything he could to help her out. He certainly wasn't a skilled cook, but he was more than happy to volunteer to help with manual labor, and in the process, he came to know Ameiko. Everything he learned about her only deepened the feelings he privately harbored for her.

Kurasvaiel had not been left with much from his parents, but his father had an old Elven curve blade that had belonged to one of their ancestors. Kurasaviel was determined to become a competent fighter, to make sure that what had happened to his parents wouldn't happen to him or anyone else he cared for. His first few attempts at learning the sword were not tremendously successful, but Ameiko eventually began to assist him. Using the skills she'd picked up as an adventurer, she taught him how to fight, how to notice things that might do him harm, and how to move without a sound. Once he had a proper instructor, Kurasaviel flourished, his natural athleticism and skill growing by leaps and bounds.

Years passed, and true friendship blossomed between Kurasaviel and Ameiko. Kurasaviel also came to know Bethana, a halfling that worked for Ameiko. In truth, the tireless, diminutive woman became something of a mother figure to Kurasaviel and Ameiko, and the three spent many nights drinking ale and talking into the late hours of the night. He saw Ameiko turn away suitor after suitor, and while that gave him some hope, it also filled him with trepidation. Many of these men were wealthy, or more handsome that Kurasaviel. If they were denied, what chance would he have? Kurasaviel settled for friendship, and found joy in it.

Things were good...until they weren't. The Goblin attack at the Swallowtail Festival was the first time Kurasaviel had ever had to take a life. He didn't enjoy it, even though he slew goblins in defense of others. After that, things kept getting worse. Ameiko was kidnapped by Tsuto, who has now attempting to bring about the ruin of Sandpoint. Tsuto ended up killing their father, Lonjiku Kaijitsu, before being killed himself by a party of adventurers. Ameiko survived the ordeal, but suffered greatly, having no family left.

Several weeks later, giants attacked Sandpoint. Once more, Kurasaviel fought in defense of Sandpoint, helping however he could. He wasn't strong enough to fight the giants directly, so instead he used his skills at moving silently to move throughout town and rescue and injured townsfolk he could find. The same adventurers that had rescued Ameiko arrived in the nick of time to drive off the giants.

After all of this, Ameiko decided that enough was enough. She was more than ready for a change of pace, so it was serendipity itself when a group of adventurers came into the Rusty Dragon, carrying a letter that claimed that she was the last descendant of a line of rulers in distant Tian. Having nothing to lose, Ameiko decided to fund a caravan to the far east and see what destiny might have in store for her.

Ameiko entrusted the Rusty Dragon to Bethana and Kurasaviel. When he learned that Ameiko was planning on leaving without him, the half-elf was devastated. He didn't argue with Ameiko, because he knew it would do no good. Ameiko claimed that both he and Bethana were needed to keep the inn going, but Kurasaviel knew the truth of it. Sandpoint was safer than the unknown dangers Ameiko would be facing, and she did not want to risk Kurasaviel's safety.

Kurasaviel knew that Ameiko had lost too many people in her life for him to sway her, but that didn't mean he was going to follow her wishes in this regard. Kurasaviel felt that he had to go with Ameiko, to help her and keep her safe and maybe, in the process, prove his worth. He knew that she was going to be setting out for Kalsgard. He made sure that Bethana hired some help, then called in every favor he could and spent most of what meager savings he had. Kurasaviel hired a traveling wizard, powerful enough to teleport the young man most of the way to the land of the Linnorm Kings.

Kurasaviel is under no illusions that Ameiko will be pleased to see him, but that's of secondary concern. He can't shake the feeling that in the very near future, she and her allies are going to need him. Nothing in the world could keep him away.


Appearance:

Kurasaviel has the height of a human, standing at just over six feet tall. He is slender, fair of skin and hair. Kurasaviel is attractive, though not stunningly handsome. He is lithe, with long graceful limbs. Kurasaviel tends to wear dark colors and always walks softly. His hair falls to his shoulder blades and is usually gathered back.

Personality:
Kurasaviel, for all intents and purposes, has spend the last five years in a tavern. This has led to the young man having a somewhat coarse sense of humor. He is quick to forgive most personal slights; when enough drunks call you a "half-breed bastard" because you're cutting them off, you learn to simply roll your eyes rather than take offense. Kurasaviel was always quick to defend Ameiko (not that she needed the assistance), and was not above threatening the odd patron who disrespected her. Kurasaviel can be intimidating when the situation calls for it.

Despite his sense of humor, Kurasaviel does not speak ill of people. He is careful to treat everyone he meets, from noble to beggar, with respect. The exception is, of course, those that would do others harm. With them, it is difficult for Kurasaviel to mask his disdain.

Kurasaviel cannot abide bullies or injustice, and if he learns of any such occurrences, he will try to right them. The one thing Kurasaviel is truly terrified of is losing those closest to him. Once he comes to care for a person, he will do anything to keep them safe.

Kurasaviel seeks approval and acknowledgement. This can lead him to flamboyant displays of skill, and can get him into trouble from time to time.

Kurasaviel enjoys games. Whether it's cards, dice, chess or something else, he delights in honest competition. He enjoys winning but is a gracious loser.

Alignment:
Kurasaviel is Chaotic Good, because of the time he has spent with Ameiko. He loves and admires her and unconsciously seeks to emulate her in many ways. Kurasaviel would have left Sandpoint long ago if not for Ameiko; he's a free spirit. Seeing how Ameiko treated her patrons and her staff, and the lengths she'd go to to protect those closest to her or those in her employ, are lessons that Kurasaviel took to heart.

Ameiko Relationship Score:
9