About Aladir CyruthionCharacter Sheet:
Aladir Cyruthion
Male elf rogue (scout) 12/Trickster 5 (Pathfinder RPG Advanced Player's Guide 134) CG Medium humanoid (elf) Init +14; Senses low-light vision; Perception +22 -------------------- Defense -------------------- AC 22, touch 13, flat-footed 19 (+9 armor, +3 Dex) hp 135 (12d8+34) Fort +9, Ref +23, Will +9; +2 vs. enchantments Defensive Abilities evasion, hard to kill, mythic saving throws, trap sense +4; Immune sleep -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 frost holy cold iron rapier +19/+14 (1d6+10/18-20 plus 1d6 cold and 2d6 vs. evil) or . . +1 frost rapier +19/+14 (1d6+10/18-20 plus 1d6 cold) Ranged +4 outsider (evil)-bane composite longbow +22/+17 (1d8+16/19-20/×3 plus 2d6 vs. Outsider (Evil)) Special Attacks mythic power (13/day, surge +1d8), scout's charge, skirmisher, sneak attack +6d6 -------------------- Statistics -------------------- Str 12, Dex 28, Con 12, Int 14, Wis 12, Cha 14 Base Atk +9; CMB +10; CMD 29 Feats Clustered Shots[UC], Combat Reflexes, Deadly Aim[M], Improved Critical (longbow), Point-blank Shot[M], Precise Shot, Rapid Shot[M], Snap Shot[UC], Weapon Finesse[M], Weapon Focus (longbow) Traits chance encounter, poverty-stricken Skills Acrobatics +27 (+23 to jump), Appraise +8, Bluff +12, Climb +8, Craft (Cooking) +6, Diplomacy +19, Disable Device +31, Disguise +4, Escape Artist +13, Fly +8, Heal +3, Intimidate +8, Knowledge (dungeoneering) +17, Knowledge (local) +17, Knowledge (nature) +9 (+10 while in forest terrain), Linguistics +9, Perception +22, Ride +8, Sense Motive +13, Sleight of Hand +17, Stealth +21, Survival +15 (+16 while in forest terrain), Swim +0, Use Magic Device +19; Racial Modifiers +1 Knowledge (nature), +2 Perception, +1 Survival, woodcraft[APG] Languages Abyssal, Celestial, Common, Elven, Orc, Sylvan SQ amazing initiative, assured skill[MA], extra mythic feat[MA], fleet charge[MA], fleet warrior[MA], path dabbling[MA], recuperation, rogue talents (bonus feat, combat trick, finesse rogue, hunter's surprise[APG], sniper's eye[APG], trap spotter), trapfinding +6, treacherous critical[MA], vanishing move[MA] Combat Gear +2 magical beast-bane arrows (20), mwk cold iron arrows (37), potion of cat's grace (2), potion of cure moderate wounds (2), potion of invisibility (2); Other Gear celestial armor, +1 frost holy cold iron rapier, +1 frost rapier, +4 outsider (evil)-bane composite longbow (+1 Str), fortune's arrow[MA], boots of elvenkind, cloak of resistance +2, efficient quiver, terendelev's scales (sacred weaponry), chalk (2), masterwork backpack[APG], masterwork thieves' tools, silver holy symbol of Desna, waterskin, 416 gp, 9 sp, 1 cp -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Assured Skill (Ex) As a free action, add your tier and roll twice for a skill check, taking higher result. Clustered Shots Total damage from full-round ranged attacks before applying DR Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Elven Immunities - Sleep You are immune to magic sleep effects. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+5 bonus, bypass all DR). Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source. Point-Blank Shot [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed. Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed. Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment. Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount. Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +6 Gain a bonus to find or disable traps, including magical ones. Treacherous Critical (Ex) On critical threat, you can perform certain combat maneuvers instead of extra damage. Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility. Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Character History:
Aladir grew up at the edge of the Worldwound as part of a poor family; many of the resources they had went to helping fight the Crusades, even though they could've lived more comfortably if they'd kept a little more back. They all did what they could, Aladir no different from the other members his family. From a young age he proved adept in the wild, so his help came mostly by trapping and shooting game for food. One day, in a time when his family was particularly in need of more food, he was single-mindedly tracking a young deer he had wounded, no attention paid to his surroundings. His drive led him unknowingly past the front line of the Worldwound. It wasn't until he happened upon some cultists that he realized how far into the danger zone he'd gone. He almost succeeded in sneaking away, until his long hair got caught in a thick growth of brambles and he pulled it hard. The noise caught the cultists' attention and they captured Aladir before he could cut himself free. He was certain he was a goner when a mysterious woman stepped in and helped him get away from the cultists; as young as he was when it happened, he doesn't remember her that well except that she was incredibly beautiful...though there was an air of sadness of some kind, as well. They were only together a short while, though it was long enough for him to see that she was incredibly skilled as an archer, and barely spoke, when she simply disappeared only moments after she had led him onto a main road. Almost immediately, a group of crusaders rounded a bend in the road to see Aladir standing there. They immediately picked him up and took him back to Kenabres. He never told anyone about his encounter with the mysterious woman, wanting to keep that particular memory to himself. But he never, ever forgot her. Unfortunately, his lot in the many years since that time has not improved a great deal; his family is still among the poorer in Kenabres despite their genuine effort in trying to improve themselves. Despite their poverty, they have generally remained in good spirits, choosing not to let their circumstances dictate their attitudes and perceptions, believing firmly that someday, Desna's eye would turn to them and they would see a change in their fortunes. Given his skill at tracking and hunting, Aladir has chosen to try and turn that into something useful, spending a fair portion of his spare time learning the finer arts of wilderness food preparation as a means of making the most of the family's resources and supplementing the family's income by selling anything that they deem over and above what they need...which, granted, isn't much. It is for that reason that Aladir has spent all the recent time he could hunting deer and preparing all the venison jerky he conceivably could...and why he has come to Kenabres at the beginning of this year's Armasse: not to enlist in the Crusades or seek some greater destiny but to try and sell as much of the extra jerky he's made as he can to help put more money into the family's coffers. Character Description:
Aladir is typically tall and slender for his race, standing at an even six feet tall and weighing 140 pounds; however, his frame is not without some muscle as well, likely due to all the time he spends hunting and working to provide for those he cares for. His dark brown hair is cut relatively short, a habit he developed after his long hair nearly got him killed when cultists near the Worldwound captured him. His skin has a perpetually moderate tan due to the amount of time he spends outdoors. In sharp contrast to his hair and skin, his eyes are a clear, crystal blue, the vibrant pupils taking up very nearly the entire visible part of his eyes. Despite the hard times he has lived with for as long as he can remember, his personality is fairly laid-back and relaxed. Growing up, his parents always taught him that physical possessions were always less important than sharing what you had, that it was better to live free and help others than to be obsessed with the material. That, while trusting people would often cause you pain, it was better than not trusting at all. Aladir took the lessons of his mother and father to heart, adopting many of the tenants of their philosophies as an adult. |