Artemis Entreri

Alperion Greenleaf's page

82 posts. Alias of Logan1138.


Full Name

Alperion "Hawkeye" Greenleaf

Race

Half-Elf

Classes/Levels

Rogue 1 | HP: 10/10 | Perc: +11 | Init: +7 | AC: 15 FF: 12 Touch: 13 | F: +2 R: +5 W: +2 | Speed: 30 ft | Low-light vision

Gender

Male

Size

Medium (5'10" 150 lbs)

Age

22

Alignment

Neutral Good

Deity

None

Location

Falcon's Hollow

Languages

Common, Elven, Goblin

Occupation

Scout

Strength 12
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Alperion Greenleaf

Offense:

Initiative: + 7(DEX: +3, Feat: +4)
Perception: +11
Low-light vision
Movement: 30 ft.

BAB: +0
CMB: +1
CMD: 14

Short Sword +1 (1d6+1, 19-20x2, Piercing)
Short Bow +3 (1d6, 20x3, Range: 60 ft., Piercing)

Defense:

Hit points: 10 (Base: 8, CON: +2)

AC: 15 Flat-footed: 12 Touch: 13 [Armor: +2, Dex: +3]
Armor check penalty: -0
Fort: +2, Reflex: +5, Will: +2

Half-Elf:

Half-Elf Racial Traits

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Selected skill: Perception)

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. See Classes for more information about favored classes. (Favored classes: Rogue and Ranger)

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Rogue features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. 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 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.

Skills:

10 ranks available (8 for class + 1 for INT +1 for favored class)

Bolded entries are trained skills. If an asterisk is before the skill it is a class skill (trained or untrained).

Armor check penalty: -0

*Acrobatics: +7 (Rank: +1, Dex: +3, Armor Check: 0, Trained Class: +3)
*Appraise: +1 (Rank: +0, Int: +1)
*Bluff: +3 (Rank: +1, Cha: -1, Trained Class: +3)
*Climb: +5 (Rank: +1, Str: +1, Armor Check: 0, Trained Class: +3)
*Diplomacy: -1 (Rank: +0, Cha: -1)
*Disable Device: +8 (Rank: +1, Dex: +3, Armor Check: 0, Trained Class: +3, Trapfinding: +1)
*Disguise: -1 (Rank: +0, Cha: -1)
*Escape Artist: +3 (Rank: +0, Dex: +3, Armor Check: 0)
Fly: +3 (Rank: +0, Dex: +3, Armor Check: 0)
Heal: +2 (Rank: +0, Wis: +2)
*Intimidate: -1 (Rank: +0, Cha: -1)
*Knowledge (Dungeoneering): +1 (Rank: +0, Int: +1)
Knowledge (Geography): +2 (Rank: +1, Int: +1)
*Knowledge (Local): +5 (Rank: +1, Int: +1, Trained Class: +3)
Knowledge (Nature): +2 (Rank: +1, Int: +1)
*Perception: +11(+12 for traps) (Rank: +1, Wis: +2, Race: +2, Feat: +3, Trained Class: +3)
Perform: -1 (Rank: +0, Cha: -1)
Ride: +3 (Rank: +0, Dex: +3, Armor Check: 0)
*Sense Motive: +2 (Rank: +0, Wis: +2)
*Sleight of Hand: +3 (Rank: +0, Dex: +3)
*Stealth: +7 (Rank: +1, Dex: +3, Armor Check: 0, Trained Class: +3)
*Survival: +7 (Rank: +1, Wis: +2, Trait: +1, Trained Class: +3)
Swim: +1 (Rank: +0, Str: +1, Armor Check: 0)
*Use Magic Device: -1 (Rank: +0, Cha: -1)

Feats:

1st level character -- Improved Initiative (Combat): +4 to initiative checks.
Half-elf bonus -- Skill focus(Perception): +3 to selected skill

Traits:

Poverty-Stricken: Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for
you.

Equipment:

Leather armor 10 gp / 15 lbs
Short sword 10 gp / 2 lbs
Short bow 30 gp / 2 lbs
Arrows (20) 1 gp / 3 lbs

Thieves' Tools 30 gp / 1 lbs
Backpack 2 gp / 2 lbs
Bedroll 1 sp / 5 lbs
Winter blanket 5 sp / 3 lbs
Case, scroll 1 gp / .5 lbs
Flint & Steel 1 gp / --
Pouch, belt 1 gp / .5 lbs
Sack, empty 1 sp / .5 lbs
Torches (2) 2 cp / 2 lbs
Waterskin 1 gp / 4 lbs
Whetstone 2 cp / 1 lbs

Total cost of equipment: 87 gp 7 sp 4 cp
Remaining money: 52 gp
Total weight of equipment: 41 lbs
Current Load: Light

Light load: 43 lbs or less
Medium load: 44-86 lbs
Heavy load: 87-130 lbs

Lift over head: 130 lbs
Lift off ground: 260 lbs
Drag or push: 650 lbs

Background:

Life has been a sore trial for Alperion Greenleaf. Raised alone in the squalid frontier town of Falcon's Hollow by his human mother, Alperion has never met his deceased(?) father, a wild elf from the nearby woodlands. Tarlama, his mother, did the best she could for young Alperion, working slavishly at the Sitting Duck to keep food on the table. The strong elven influence in Alperion's blood was all too apparent and made him a target for ridicule and hatred by many of the town's residents.

Only the town's resident scout/tracker, Donal Truepath, took pity on the young half breed and Alperion found refuge in learning the ways of the woods, the hills and streams around his village. Donal also struck up a tentative relationship with Tarlama and for once in his young life, Alperion thought he and his mother might find some measure of happiness. Alas, fate intervened when Donal and Tarlama were attacked by goblin raiders while strolling in the woods. Donal valiantly defended Tarlama and was mortally wounded in the process. The two made it back to Falcon's Hollow but Donal's wounds were fatal while Tarlama was left severely hobbled.

Now faced with the necessity of providing for himself and his invalid mother, Alperion turned to Thuldin Kreed and the Darkwood Lumber Consortium for aid. He was taken on as a guide/escort for loggers as they ventured into the deep woods to gather lumber. Like most of that company's employees, Alperion is paid near slave wages and he seeks some way out of his indentured servitude. Perhaps the recent crisis in the village will give him an opportunity to prove his worth and improve his prospects...

Personality:

Alperion is a gruff, reserved individual who has become quite jaded and cynical about his fellow humanoids due to the cruel hand fate has dealt him. His harsh life has led him to turn his back on the "gods" and their priests' empty rhetoric.

Appearance:

Alperion favors his elven parentage as he is a willowy young man with sharply pointed ears which he attempts to keep hidden under long chestnut colored hair. His almond-shaped light green eyes also show a strong elven influence.

He favors earth tones: a hunter green cloak and hood over light brown breeches and a hunter green shirt with dark brown boots.