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            |   | Andrelis Lethian's page 527 posts. Organized Play character for Torilgrey.
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					| Full Name | Andrelis Lethian |  
					| Race | Elf |  
					| Classes/Levels | Rogue (Unchained) (Scout) 4  HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1;  Initiative +4 Perception+9, Active Effects: NONE |  
					| Gender | Male |  
					| Size | Medium |  
					| Age | 135 |  
					| Special Abilities | Sneak Attack,, Low-Light Vision, |  
					| Alignment | CG |  
					| Deity | Calistra |  
					| Location | Absalom |  
					| Languages | Common (Taldan), Elven, Draconic |  
					| Occupation | Gambler |  
					| Strength | 10 |  
					| Dexterity | 17 |  
					| Constitution | 10 |  
					| Intelligence | 13 |  
					| Wisdom | 10 |  
					| Charisma | 16 |  About Andrelis LethianAndrelis Lethian
Male elf unchained rogue (scout) 4 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
 CG Medium humanoid (elf)
 Init +4; Senses low-light vision; Perception +9
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 Defense
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 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
 hp 26 (4d8+3) (currently 18)
 Fort +1, Ref +8, Will +1; +2 vs. enchantments, +1 resistance bonus vs. inhaled poisons and other airborne effects that require breathing.
 Defensive Abilities danger sense +1, evasion; Immune sleep
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 Offense
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 Speed 30 ft.
 Melee dagger +7 (1d4/19-20) or
 . . mwk cold iron short sword +7 (1d6+4/19-20) or
 . . mwk short sword +7 (1d6+2/19-20) or
 . . sap +7 (1d6 nonlethal)
 Ranged shortbow +7 (1d6/×3)
 Special Attacks scout's charge, sneak attack (unchained) +2d6
 Spell-Like Abilities (CL 4th; concentration +7)
 . . 1/day—comprehend languages, detect magic, detect poison, read magic
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 Statistics
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 Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 16
 Base Atk +3; CMB +3; CMD 17
 Feats Combat Reflexes, Dazzling Display, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
 Traits extremely fashionable, nonchalant thuggery
 Skills Acrobatics +11, Appraise +5, Bluff +11, Climb +4, Diplomacy +13, Disable Device +15, Disguise +6, Escape Artist +9, Intimidate +14, Knowledge (local) +6, Perception +9, Perform (wind instruments) +6, Profession (gambler) +5, Sense Motive +4, Sleight of Hand +9, Stealth +10, Use Magic Device +11; Racial Modifiers +2 Perception
 Languages Common, Draconic, Elven
 SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, weapon training), trapfinding +2
 Combat Gear potion of cure light wounds, wand of cure light wounds, alchemist's fire, antiplague[APG], caltrops, tanglefoot bag (2), weapon blanch (silver)[APG] (2); Other Gear mithral chain shirt, dagger, mwk cold iron short sword, mwk short sword, sap, shortbow with 19 arrows, circlet of persuasion, bedroll, belt pouch, chalk (10), courtier's outfit, filter scarf[UW], flint and steel, grappling hook, hot weather outfit[APG], jewelry[UE], jewelry[UE], masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], mirror, piton (10), pot, signet ring, silk rope (50 ft.), soap, trail rations (5), waterskin, 5 pp, 1,557 gp, 5 sp
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 Special Abilities
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 Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
 Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
 Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
 Dazzling Display (Short sword) Intimidate check to demoralize can affect those within 30' who see you.
 Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
 Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
 Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
 Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
 Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
 Elven Immunities - Sleep You are immune to magic sleep effects.
 Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
 Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
 Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
 Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
 Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
 Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
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 Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration,
 and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and
 Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill
 the primary success conditions of an adventure but fail its secondary success conditions, you can
 cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (history), or Profession
 (archaeologist) check (DC = 10 plus twice your character level). If you succeed, you make a small but
 significant archaeological discovery that allows you—and only you—to earn the Prestige Point reward
 anyway. You cannot take 10 on this check.
 Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the
 supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting
 a spell to make it especially effective against constructs and divs. Those creatures take a –2 penalty on
 all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your
 Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as
 5 lower against your attacks for 1 round.
 Banish the Hag: Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their
 tricks. Before attempting a saving throw against a curse or a witch’s hex, you can cross this boon off your
 Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet when
 you’re targeted by a spell or effect that would remove a curse; the caster gains a +4 bonus on the caster level
 check to remove that curse.
 Leshy Token: You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting
 Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. If you wear this
 as if it were a magic item that occupies the neck slot, you gain a +1 circumstance bonus on all Charisma-based
 checks (such as Diplomacy or wild empathy) made to influence or control plants and plant creatures. Whether
 you wear it or not, you can cross this boon off your Chronicle sheet to give the token to a plant creature, instead
 gaining a +5 circumstance bonus on one such Charisma-based check. If you give the token to a leshy, the bonus
 increases to +10.
 ▫ ▫ Rosehaven Redemption: You have learned much from your time in Rosehaven and with the cleric
 Bertinard about how Shelyn can teach redemption through art. You can check the box that precedes this boon
 before attempting a saving throw to roll 1d20 and add your ranks in one Craf or Perform skill; use the result
 as your saving throw. If you have bonuses to that Craf or Perform skill from class abilities, traits, or feats, add
 them to this roll.
 ☐ ☐ ☐ Ally of the Green: You have communed with the fugitive leshys of Anglemire and demonstrated
 your respect for their humble treasures. As a parting gif, the leshy Harvest Stripe gave you three gourd
 seeds imbued with some of the leshys’ primal magic. As a standard action, you can check one of the
 boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed
 heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it
 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box,
 cross the entire boon off your Chronicle sheet.
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