NARNEL FALERATHON CR 1.5
CISINI'CAN - Lizardfolk Name (Draconian for Arrow)
Male Elf Rogue (Sniper) 3
CN Medium Humanoid (Elf)
Height: 6'4"; Weight 148 lbs.; Age: 158 years
Init +6; Senses Low-Light Vision; Perception +8
AC 19, touch 14, flat-footed 15(+5 armor, +4 Dex)
HP: 27 (1d8+1) CurrentHP: 27/27
Fort +1, Ref +8, Will +1
Immune sleep; Resist Elven Immunities
Spd 30 ft.
Melee Rapier +4 (1d6+1/18-20/x2) and
. . Unarmed Strike +4 (1d3+1/20/x2)
Ranged Composite Longbow +8 (+9 w/i 30') (1d8 (+1) w/i 30')/20/x3)
Special Attacks Accuracy, Sneak Attack +2d6 (Sniping 20ft)
Str 12, Dex 19, Con 10, Int 12, Wis 10, Cha 12
Base Atk +3; CMB +4; CMD 17
Feats Elven Weapon Proficiencies, Point Blank Shot, Rogue Weapon Proficiencies, Precise Shot
Traits Child of the Streets, Warrior of Old
Skills Acrobatics +8, Appraise +5, Bluff +7, Climb +7, Diplomacy +7, Disable Device +8, Escape Artist +2, Fly +2, Perception +8, Ride +3, Sleight of Hand +9, Stealth +8, Swim +1
Languages Common, Elven, Sylvan
SQ Elven Magic
Combat Gear Longbow, Rapier, +1 Chain Shirt; Arrows (29)Other Gear Backpack empty), Cloak, Caltrops, Flint and steel, Oil (1-pint flask) (2), Sunrods (2), Pouch, belt (empty), Rope, hempen (50 ft.),10 Days Trail Rations, Bedroll
Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Child of the Streets You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Warrior of Old You gain a +2 trait bonus on Initiative checks.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Evasion:At 2nd level and higher, a 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.
Rogue Talent 1: Weapon TrainingA rogue that selects this talent gains Weapon Focus as a bonus feat. Weapon Focus - Long Bow - You gain a +1 bonus on all attack rolls you make using the selected weapon.
Precise ShotYou are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Deadly Range (EX) - 20ftAt 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.
This ability replaces trap sense.
Uncanny DodgeStarting 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 Dex 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 (see Combat) against her.
Rogue Talent 2 - Snap ShotA rogue with this talent may treat her intitiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.
While Narnel was born and raised in the Kyonin Forest, he was forced from the Elven homeland by those who could see through his fascade of benevolence to the deeper seeded self-interest that possessed his thoughts. While some may have viewed his personality as free-spirited, others perceived it for what it really was - selfishness and narcassistic behavior. However, his banishment did not occur until after he learned the skills and received extensive training in the use of his Composite Long Bow and Rapier from the Elven Rangers of the Kyonin. He hired himself out for pay on trading caravans crossing Druma upon his exile. The thrill of the hunt drove him further south to Isger as he began to make a name for himself as a shotgun rider on trading caravans in bandit-infested areas. Narnel has spent his recent days in around the Chitterwood, harassing the local bandits and goblinoids threatening caravans out of Haugin's Ear. He enjoys the demise of his foes from a distance, and he is certainly a potent killer for hire. As a result, Narnel was not surprised to be summoned for yet another job due to his skills. Narnel is not opposed to joining with others in a common cause that would recognize his fine-tuned skills and spread his notariety.
Arriving at Haugin's Ear a little early for his appointed summons, Narnel strolled into the Drunken Devil for some wine. He only hoped that they had some Elven Gold. The local wines were, well frankly, disgusting. It was there that he met the captivating and statuesque, Elinor. The female warrior from the Land of the Linnorm quickly befriended Narnel while demonstrating both her beauty and deadly skills. The mere facty that she was also summoned to the Tower, led him to request her company in answering the summons. Elinor's personality was as divergent from Narnel's as possible, but he liked her. He would enjoy providing cover for her melee exploits if the opportunity arose.