Taergan Flinn

Adamar Nioun's page

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Full Name

Adamar Nioun

Race

Elf

Classes/Levels

Unchained Rogue

Gender

Male

Size

Med

Alignment

N

Strength 10
Dexterity 18
Constitution 13
Intelligence 16
Wisdom 10
Charisma 8

About Adamar Nioun

Str 10
Dex 18
Con 13
Int 16
Wis 10
Cha 8

D8
BAB 0

Fort 1 = 0 +1 Con
Ref 6 = 2 +4 Dex
Will 0 = 0 +0 Wis

Skills:

11 = 8 + 3 Int
Background Skills: Appraise & Profession Sailor

Appraise (Int) 7 = 1 Rank +3 Int +3 Class
Acrobatics (Dex)
Bluff (Cha)
Climb (Str) 4= 1 Rank +0 Str +3 Class
Disable Device (Dex) 12= 1 Rank +4 Dex +3 Skill Focus +3 Class +1 Trapfinding
Escape Artist (Dex) 8= 1 Rank +4 Dex +3 Class
K-Dungeoneering (Int) 7= 1 Rank +3 Int +3 Class
K-Local (Int) 7= 1 Rank +3 Int +3 Class
Perception (Wis) 7(8 v traps)1 Rank +0 Wis +3 Class +2 Keen Eyes +1 Besmara’s Blessing (+1 v Traps)
Profession Sailor (Wis) 5= 1 Rank +0 Wis +3 Class +1 Besmara’s Blessing
Sense Motive (Wis) 4= 1 Rank +0 Wis +3 Class
Sleight of Hand (Dex) 8= 1 Rank +4 Dex +3 Class
Stealth (Dex) 8= 1 Rank +4 Dex +3 Class
Swim (Str) 4= 1 Rank +0 Str +3 Class
UMD (Int) 7= 1 Rank +3 Int +3 Class

Feats:

1st Level = Two Weapon Fighting
Human Raised Racial = Skill Focus Disable Device +3 or +6 @10 Ranks
Finesse Training = Weapon Finesse

Traits:

Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Class Features

Weapon and Armor Proficiency:

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They 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 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 (Ex):

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.

Elven Racial Traits:

Standard Racial Traits
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

DEFENSE RACIAL TRAITS
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

FEAT AND SKILL RACIAL TRAITS
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

MAGICAL RACIAL TRAITS
Human-raised: Elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

OFFENSE RACIAL TRAITS
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.

SENSES RACIAL TRAITS
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

5 Min Background:

1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.

-Even though his birth is seen by many as a blessing from Besmara, he sees it more as a curse. He was abandoned by his birth mother at the docks, fortunate enough for him he was found and raised in the ways of the sea by Victor a human sailor
-Where most out at sea aren’t the most intelligent, Victor raised him to be well read. His intellect would find him a specific place on a ship one day when he is on his own.
-Because of his schooling on and off the boat, he has become skilled patience. No matter if it is in combat or in conversation, he waits for the perfect time to strike or insert himself into the conversation.
-When time seems to be crawling at sea he likes to free his mind by tinkering around with locks and other minor devices. The mechanical nature of these devices can consume his mind for hours while aboard a ship.
-He lost Victor at sea which sealed his fate when it comes to a fear of abandonment.

2) Two goals that you'd like the character to accomplish in-game.

-Captain his own ship
-Finding a family

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

-Keeps to himself: He is always looking for a time and place to overthrow the captain and take his place.
-Kept from him: His mother didn’t abandoned him because he was unwanted. She was taken? She was a slave who left him for a better life? Her ship left without the knowledge he wasn’t onboard? It’s kept from him....

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

-Kentalla once lover turn friend. Age does a cruel thing to relationships when one is an elf and the other is a human. In her old age, Kentalla is the person who he has known the longest. When at port he seeks her out for conversation, friendship, and nostalgia.
-Elizabeth: Interesting half-elf woman. Always up for a evening of drinks, songs, and dance.
-Urg: brute of a half-orc, but not overly smart. When he as the chance he tries to get Urg hired along with him as a deck hand.
-Zanaver: Elven Aquatic Druid. Has always been a thorn in his heel. Zanaver looks down on him because he was raised by one of the “lesser” races. Because Zanaver was on the ship when Victor was lost, part of him believes that he killed Victor because of their rivalry.

5) Three key memories that define your character as the person they are at the time of submission.

-Left behind at birth on the dock
-Victor raising him to become a ship captain
-Losing Victor at sea

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.

Because he was abandoned at birth he has a fear of being alone. Even when scouting he prefers to be within line of sight of those who he is with, or scout in pairs. If he loses the awareness of where they are he begins to become overwhelmed and isn’t as stealthy or perceptive.