Kwava

Alanthian Darlok's page

252 posts. Alias of Kozaric.


Classes/Levels

Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

About Alanthian Darlok

Alanthian Darlok
Male Elf Rogue 2
NG Medium Humanoid
Init +4; Senses: Perception +7 (Traps +8)
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DEFENSE
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AC 18, touch 14, flat-footed 14.
HP: 17
Fort +1, Ref +7, Will +0
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OFFENSE
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Spd: 30 ft.
Melee:
Curve Blade,MW +7 (1d10+3/18-20/x2)
Short Sword +5 (1d6+2/19-20/x2)
Dagger +5 (1d4+2/19-20x2)
Ranged:
Short Bow + 5(1d6/20/x3) Range 70'
Dagger +5 (1d4+2/19-20x2) Range 10'
Special Attacks:
- Sneak Attack +1d6: The rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC , or when the rogue flanks her target.
- +1 Damage on Sneak attack

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STATISTICS
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Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats:
-Weapon Finesse
-Weapon Focus: Curve Blade (Bonus)
Traits:
-Blade of the Society (combat): The Society gave you access to charts detailing the weak spots of hundreds of humanoids and monsters. You gain a +1 trait bonus on damage rolls from sneak attacks.
-Exchange Agent: Absalom, Language: Osiriani

Skills:
Skills: 19 (8Class+1Int)X2
Acrobatics = +3+2rank +4Dex = +9
Appraise =
Bluff = -0
Climb = +3+2rank+2str=+7
Diplomacy =
Disable Device = +3+2rank +4 Dex+2MW= +11 (+12Traps)
Disguise =
Escape Artist = +3+1ranks+4dex= +8
Fly =
Knowledge : Local =+3+2rank+1int=+6
Knowledge : Dungeonering :+3+1rank+1int=+5
Knowledge: Geography = +3+1rank+1int+1 trait= +7
Linguistics = +3+1rank+1int=+5
Perception = +3 +2ranks +2 race = +7 (+8 to find traps)
Ride =
Sense Motive =
Sleight of Hand =
Stealth = +3+2ranks+4 dex=+9
Swim = +3+1rank+2str= +6
Use Magic Device = +3+1rank+0Ch= +4
Languages: Common, Elvish, Osiriani

Special Abilities:


Rogue Abilities:

-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 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: 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.
-Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Elf Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due totheir size.
Normal Speed: Elves have a base speed of 30 feet.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf ’s ancestry, and can lead to persecution within the elf ’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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: 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.

Gear:

Starting Gold =240
Weapons/Armor
Short Bow 40g 3 lbs
20 Arrows 1g 3lbs
Sword,Short, Cold Iron 20g 2lbs
MW Elven Curve Blade 80g 7lbs
Dagger,2g 1 lb (4ea)
MW Armor, Chain Shirt, +4 AC, -1 Skill Check, 100g, 25lbs

Gear
Backpack (empty) 2 gp 2 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.
Bedroll 1 sp 5 lbs.
Hammock 1 sp 3 lbs.
Shovel 2 cp 3 lbs.
Rope, silk (50 ft.) 10 gp 5 lbs.
Lantern, hooded 7 gp 2 lbs.
Oil (1-pint flask) 1 sp 1 lbs. (2ea)
Rations, trail (per day) 5 sp 1 lb.
Waterskin 1 gp 4 lbs. (2ea)
Flint and steel 1 gp ?
Compass 1 gp 1/2 lb.
Sunrod 2 gp 1 lb. (3ea)
Grappling arrow 1 gp 1/2 lb.
MW Thieves Tools, 100g 2lb

65gp

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BACKGROUND
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The Wall of Names. That's what got me here, the day my parents' names were added to that wall was the day The Society became my home. My parents died in some far forgotten dungeon, or ruins, or some other place everyone else has forgotten. Here they took me in, to train me, to raise me in their image. Here I have lived since my 7th year. They taught me to pick my first lock at 9, how to read forgotten languages at 10, and how to kill another person while unseenat 12. Eleven years has taught me much, forgotten lore, weapon mastery, and the basics of magic to be an operative of The Society. Now it is time to leave. To go forth and make my own story like all the ones I have read and studied in the Chronicles. Time to prove myself a Pathfinder.

The morning I was to leave the only home I knew, a package was left on my bed. From whom I don’t know, but inside was an ornate sword, a beautiful elven curve blade, and a note written with my mother’s name and one other word, Magnimar. I immediately asked to transfer to the Pathfinder Lodge Heidmarch Manor. Now I search the city for artifacts for the society, and information about the parents I never knew.

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DESCRIPTION
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Alanthian stands 6' tall and weighs 145lbs. He has brown eyes and short black hair. He wears a cloak cut from dark green fabric with black trim over leather armor, with an ancient Elven curve blade on his back.
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