**Elves are Medium creatures, and have no
bonuses or penalties due to their size.
**Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of poor illumination.
**Elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are
actively looking.
**Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.
**Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.
**Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows),and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Common and Elven. Bonus Language (+1): Orc
******Class Abilities:******
Spoiler:
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.
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 concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding
Rogues (and only rogues) can use the Perception 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.
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. 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 - Finesse Rogue
A rogue may gain the Weapon Finesse feat in place of a rogue talent.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Trapsense
At 3rd level, a 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. These bonuses when the rogue reaches 6th level,9th level, 12th level,
15th, and 18th level. Trap sense bonuses gained from multiple classes stack.
Rogue Talent - Combat Trick
A rogue may gain a combat maneuver feat in place of a rogue talent.
Improved Trip:You are skilled at sending your opponents to the ground. You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe.
Uncanny Dodge
Starting at 4th level, a rogue canreact to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized.
******Experience******
7,625 XP
5th Level @ 10,000 XP
******Feats:******
Spoiler:
Two-Weapon Fighting: Reduce Two-Weapon fighting penalties by 2
City Born: +1 on Reflex; +2 on Diplomacy (Magnimar)
Deft Hands: You get a +2 bonus on Disable Device and Sleight of Hand skill checks.
{Rogue}Improved Trip: Trip w/o AOO. +2 to attempts.
******Equipment and encumberance:******
Spoiler:
Equipment: Studded Leather Armor, Rapier, Longbow, Short Sword, Dagger, Quiver of Arrows(21), Dagger of Distance +1 (2), Cloak of Elvenkind
Encumbrance from armor: 20 lbs
Encumbrance from equipment and weapons (combat): 31 lbs.
Encumbrance from equipment and weapons (full load): 57 lbs.
Background:
Spoiler:
Rellios would probably be considered one of the Forlorn elves of Varisia. He has spent the last 50 years or so of his life being something of a family "member" to the Trevelen family of Magnimar.
He was found wandering near the Ashwood by an adventuring band exploring some ruins in the Storval Plateau - a young elven amnesiac. Among those in the band was a swordsman named Gareth Trevelen, who decided to take the elf in and take care of him. He raised him alongside his own son, and initially Rellios immaturity made him not different than a typical teenager. But as the son grew, the elf changed more slowly and had rough times fitting in with his new kin. Boughts of thievery, plus a lack of good kinship with any other elves he met, were bringing about an ill-turn for him.
But the Trevelens were teachers by profession - in sword training. Although their intended clients were young nobles, Gareth decided that the mytsical nature of elves was hogwash. Through some frustration and effort on the old man's part, he taught Rellios swordplay. Despite initial confusion, he took to the lessons well, and slowly learned both the art of the blade and a maturity in his own talent for it. Herath, Gareth's son, eventually took on the role of teacher and comrade, with his own sons learning with Rellios as the years waned on.
Rellios became a master at two-blades; and eventually grew to be a respected teacher as well. He still kept practice with his youthful penchant for thievery; if only to remind himself of where his path could have lead. Still, answers to his past were few, and although he had come to accept his new life - wanderlust still filled him from time to time. A chance to travel came in the form of a new set students who were to come from Korvosa to train at the school. Rellios and one of Herath's sons were to go there and retrieve these boys. A local blacksmith asked that a package containing some materials for a nobleman in Korvosa also be delivered, if they didn't mind.
When they arrived in Korvosa, the students couldn't be found. Worse, the package they brought with them turned out to be some kind of contraband, and the Korvosan guard was holding them responsible. Still, the worst of all came when men in red cloaks calling themselves the Mantis Society began chasing them as well - in order to silence them for whatever knowledge they might have of the contraband. A hunt began, with the two of them on a run from lawmen and bounty hunters, that took them out of Korvosa; into the wilds of eastern Varisia; and then into the city of Kaer Maga. Herath's son was wounded and died on this last part of the journey.
Now alone and still avoiding those after him, he chose to head farther east - into the Mindspin Mountains and Cinderlands. He was hiding in Kerrigan's Keep; hoping to find a way to make it back west towards Magnimar. Now, a dwarf's offer of heading into the Mindspins may prove the only way he can evade his pursuers and eventually find a way home...