
brvheart |

Welcome aboard! You are just outside of the town of Hestrin and all the sudden it got really cold in one area there completely unexpectedly so needless to say the party is not really prepared for it except Autumn. Playing a witch might not be the best considering what you will be going up against. The party has an urban barbarian, magus, cleric, rogue and a wizard. Could use another up front fighter I suppose.

![]() |

Okay group...sorry for the long hiatus. I'm back and I have a completed character sheet to go with it. One minor change, my character speaks Taldorian not Tien. Other notables, my character is of the Order of the Shield (see Cavalier Class) and is a native of Taldor. He has a bear as his animal mount (it's part of the RoW Player's Guide animal companion list). I will email Craig a scanned copy of my character sheet. I am looking forward to making a regular contribution to the group.

Karmic Knight |

Hello all,
Here is the write up for my rogue.
Tounis
Rogue (Scout) 2
CG Medium Half Elf
Init +5; Perception +11
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp ??
Fort +1, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork kukri +3 (1d4+1/18-20x2)
Ranged throwing ax +4 (1d6+1/×2)
Ranged short bow +4 (1d6/×3)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats:
(1) Precise Shot
(R) Skill Focus: Perception
Traits:
Restless Wayfarer You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks. Knowledge (geography) is a class skill for you. You can also speak one additional language (this does not count towards your number of languages).
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.
Skills (10): Acrobatics +8, Climb +6, Diplomacy +6, Disable Device +8 (Traps +9), Knowledge (geography) +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +11, Sense Motive +5, Stealth +8, Use Magic Device +5
Languages: Common, Elven, Giant, Irrisen, Aklo
Gear: masterwork kukri, short bow, quiver, 20 arrows, throwing axes x3, studded leather, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), cold weather outfit, climbers kit, furs, snowshoes, blackfire clay x3, small tent, snow goggles, pole, journal, writing charcoal (3), torch (5), trail rations (5), waterskin, whetstone, cooking pot, flask of oil (2), 8 gp, 5 sp
--------------------
Rogue Abilities
--------------------
Sneak Attack: 1d6 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 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.
Trapfinding: +1 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): 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 Talents:
Follow Clues (Ex): Use Perception to follow tracks as per the Survival skill.
--------------------
Racial Abilities
--------------------
Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Skill Focus as a bonus feat at 1st level.
Keen Senses:l+2 racial bonus on Perception checks.
Low Light Vision:See twice as far as humans in conditions of low light
Elf Blood: Count as both elves and humans for any effect related to race
Background:
Tounis is of mixed heritage offspring of an Irrisen and an elf. Raised by both of his parents he was able to learn the customs of both races. While his parents were seen as outcasts they still surrounded Tounis with a strong sense of self. His parents were retired adventurers who acted as guides/scouts for many in the region occasionally guiding caravans north of Taldor.
His mother was lost to one such expedition north. After that his father became closed off to everyone including Tounis. His father's depression became so great that he took his own life almost 2 years later. This has left Tounis in a melancholy state and he has taken acting as a guide much like his parents. To cope he has started taking very dangerous guide jobs. The danger numbs him to the loss of his parents
He secretly hopes to find what became of his mother.