Dodge (lvl 1)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Skill Focus: Acrobatics (half elf)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Weapon Finesse (from 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. Natural weapons are considered light weapons.
Mobility (lvl 3)
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Racial:
+2 to One Ability Score: Dex
Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Low-Light Vision
Half-elves can see twice as far as humans in conditions of dim light.
Adaptability
Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses
Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Traits:
Fencer
You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
Elven Reflexes
One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Old friend
You have known Savol for years and have learned a unique way of dealing with people from him, knowing when to to be polite and when to throw someone across the room. Gain a +1 trait bonus on diplomacy and intimidate rolls.
Class Abilities:
Sneak attack: 2d6
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 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 weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
Trapfinding: + 2
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 (Ex)
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.
Trap Sense (Ex): + 1
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 rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Uncanny Dodge (Ex)
Starting 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 against her.
Rogue Talents
Finesse Rogue
A rogue that selects this talent gains Weapon Finesse as a bonus feat.
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.
Other:
Favoured Class: Rogue
Bonus Favoured Class (Half-elf): Ranger
Equipment:
+1 Rapier 2 lbs
+1 Studded Leather Armor 20 lbs
Shortbow 2 lbs
Arrows x 10 1.5 lbs
Gold Chain with Kodiakborne Crest
Mystery-Leather Fae-Gifted Boots Constant Endure Elements
Ring of Protection + 1
Masterwork Backpack 2 lbs
Bag of Holding Type 1 In backpack, 15 lbs Contents 19/250 lbs
Arrows x 10 (1.5 lbs)
Masterwork Thief's Tools (2 lbs)
Wineskin (4 lbs)
Torch x 2 (2 lbs)
Rations x 3 (3 lbs)
Isham's Guitar and Accordian (6 lbs)
Keg of Caydenbrew
Zethyris's mother was Elayne, a human woman from Kantaria, and his father was an elf from a secretive village in the Barrowood. His mother had been travelling in a caravan and fell in love with the young elf who helped rescue her from bandits. As he was not permitted to leave, nor was she permitted to stay, Elayne moved to Westcrown to raise their child alone.
Zethyris grew up in the Hope's Altar district, spending his days at the docks and on the streets. His mother taught him basic literacy and mathematics, which was expanded on by Eron Greensleeves, a kindly priest of Cayden Cailean at a nearby orphanage. Ostracized by most of the children for his half-breed nature, he made few friends. Though he had to defend himself with his fists on occasion, he found that in his quick hands a wooden stick made a better weapon. In his adolescent years, he made some coin serving at an inn, and spent much time helping in the orphanage of Cayden Cailean with the old priest. Eron taught him how to make good use of his mind and wit, and shared his worship of the Lucky Drunk with the lad, as Eron was quite the brewer of Caydenbrew.
At the age of 19 Zethyris's life was drastically altered. Mere weeks after Eron was killed in a mugging, a fire started as a group of Hellknights raided the house adjacent to that of Zethyris and his mother. Zethyris was out at the time, but the resulting blaze burned down a section of waterfront including his house, with his beloved mother inside. With little more than what he had in his pockets, Zethyris decided to leave Westcrown and the memories it held.
That very evening, as Zethyris nursed a mug of the last Caydenbrew Eron gave him and considered his future, none other than Savol Kodiakborne and his companions walked into the dockside tavern. Already famous as a hunter of pirates and other vagabonds, Kodiakborne's entrance broke Zethyris's reverie. The large Ulfen walked into the near-empty common room, his crew laughing and cajoling loudly behind him. Kodiakborne surprised Zethyris by walking up to his table and calling loudly for "a round of what the half-elf is drinking." The bartender winced, and apologetically explained that the boy, a regular, was drinking his own brew and that he had no Caydenbrew in the stores. Zethyris, both cowed and awed by the nearness of such a man as Kodiakborne, haltingly offered to share what remained of Eron's last Caydenbrew as he pulled out a skin of the ale from his pack. Kodiakborne threw back a pint, and declared it the best he'd tasted south of Riddleport, then sat at Zethyris's table with his lieutenants Nayl Winterson and Julianda Shieldmaiden.
As the evening wore on, Zethyris listened in wonder as the three bandied words regarding their latest adventures. When the last of the Caydenbrew was in their cups, Nayl asked of Zethyris's story. When Kodiakborne learned they had just drunk the last of Zethyris's final gift from his dead mentor, he was taken aback. In return for unwittingly doing so, he offered Zethyris a boon. Zethyris asked only one thing: to come with Kodiakborne on his adventures. After some whispered discussion among the three, Kodiakborne agreed.
Since that night, Zethyris has travelled with Kodiakborne. He drilled with the rapier, finding his stick-fighting as a child gave him a natural gift with the slim blade. Over the next few years he served primarily as a scout and outrider under Nayl Winterson, as well as one of Kodiakborne's drinking partners. Hungering for adventure, Zethyris found that life with Kodiakborne was perfect. Dull moments were few and far between, and Zethyris became a loyal follower of the legend. When Kodiakborne announced that he was questing northward for his ancient kingdom, Zethyris would not be left behind. He goes onward for excitement, glory, and a place in legend.
Description:
Zethyris is a tall man with a slim build. His elven heritage is most evident in his pointed ears and high cheekbones, but his eyes are all his human mother's. Green, they seem to sparkle when he laughs. His dark blonde hair is cut to a medium length.
Zethyris is primarily motivated by adventure. He pursues excitement and new experiences, but not to the point where it is foolhardy. He is a quick and nimble swordsman, though also skilled with the shortbow. Zethyris worships Cayden Cailean, and is rarely without a skin of Caydenbrew. He believes in doing good whenever possible, and will always help a friend in need. However, he finds his personal moral creed to be far more important than rules and laws. He sees nothing wrong with stealing from the wealthy to help feed the poor, or delivering justice on the end of his rapier. Even so, he has a hatred of bandits and those who would forcibly steal, as well as any who prey on the innocent and poor. He has harbored these feelings ever since a mugger killed his friend and mentor Eron, and his mother burned to death in a fire indirectly caused by a band of armed robbers.