Lassiviren

Cilian's page

98 posts. Alias of Void Dragon.


Full Name

Cilian

Race

Human

Classes/Levels

Rogue 5

Vitals:
HP 36/36 | AC 18 | T 13 | FF 15 | Fort +3 | Ref +7 | Will +3; (-2 vs. charm or compulsion if the person offers power or wealth) | Init +5 | Perc +8 | Sense Motive +10

Gender

Male

Size

Medium

Age

17

Alignment

LE

Languages

Common, Celestial

Strength 18
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 14
Charisma 14

About Cilian

Backstory:

Cilian grew up in the town of Cassomir. His parents Donna and Doran were happy to finally have a boy for their family. Cilian grew up with both of them saying that he would be a great cleric someday. It was on Cilian's 5th birthday that his parent's desire was actually revealed. Doran, and Donna had sold their child into slavery to afford a lavish lifestyle. They had to keep him until 5, but it was no big deal for them to just lie to the child's face and make him think he was going to be great one day. When the slavers carried the boy out of his home kicking and screaming the last thing he saw was his parents being handed a large sack of gold. Finally one of the slavers got tired of the loud child and bashed him across the head with a sap. Knocking Cilian out instantly.

Cilian woke up in a dingy and foul cellar. There he saw a man cloaked in shadows who beckoned the child forward. He introduced himself as the second in command of a small outfit of thieves and killers who murdered as often as the stole. The man wanted to have Cilian so that he could train him to be his perfect tool. He made it abundantly clear that Cilian would either follow his orders, or die. Cilian seeing no other option agreed and was swiftly taken to the training facility of the group. In this new setting Cilian found himself thriving. Not only was his strength and speed amazing to the other children, but he picked up on almost anything taught to him without any problems whatsoever. They hated him for his cruelty though. Cilian found that not only was he better rewarded if he shamed his opponents, but that if he imagined they were his parents he felt elation. It was for 10 years that Cilian was trained before he was considered ready for his first job.

Cilian's first job with the outfit was to assassinate an old man who hadn't paid his dues in a while. Cillian was able to track the man to his house and found that the man had three starving children with him. The old man begged and pleaded with Cilian to spare him for the children, but Cilian had a job to do. Afterwards, Cilian took the children back to the hideout and had three new apprentices for the group. He was rewarded not only for completing the job, but also for bringing in new blood. Cilian's master congratulated him and told him that they were going to move up in the world. Cilian's master had discovered the identity of the groups leader, and wanted to strike him down immediately. Cilian asked for a day and was given it. The first thing Cilian did was go to the master and tell him of his underlings treachery. When the second-in-command arrived he found that the master had quite a few tricks up his sleeve. As Cilian's master lay dead on the ground the group's leader asked Cilian to take the place of his former master and Cilian agreed. Both of them began plotting against each other, but were interrupted when an oracle began to preach about some sickness.

It was only a year ago that Cilian met that crazy oracle. He didn't believe the man at first, but when the signs got worse Cilian had to concede that they had been telling the truth. Luckily Cilian's old friends Shozazn, Kyomi, and Oriane were also working with this group. Cilian worked with them for the subtler of things. He enjoyed working hard with these other people who were like him. He never tried to pry into their personal history unless they wanted to tell him. He didn't have enough friends to lose the tow (and a half) ones he had. He killed those infected without much difficulty, and even managed to (with generous help from friends) keep a few under wraps. Of course Cilian was betrayed once again by his parents.

Cilian's last job with the group was destroying the madman who had started this mess. He went along with the others, and made sure that they weren't seen. The only people besides the group who knew where Cilian had gone that night was his parents. They had approached him looking for sanctuary, and Cilian had agreed as long as they kept quiet. When Cilian told them where he was going they nodded and didn't say a word until he left. After he was gone they went to the nearest constable and sold their son out once again to get even more gold. When Cilian returned hefound his hut under constant surveillance. Using the tricks of the trade Cillian go into his house unobserved and got the best of his equipment. After he had gotten that he left without any gold to find his parents. When he discovered the pair drinking and artying the night away Cilian lost his cool and rushed both of them, and killed them. He took up their gold and now looks to meet up with the others hoping that maybe they haven't been found out yet.

Appearance:

Cilian stands at 6'4'' and even inch of him is pure muscle. He seems like he would be slow carrying so much mass, but his speed is nearly equal to his strength and has carried him through many battles. He carries two crimson sabers at his side and is always ready to draw them at a moments notice. His black eyes seem to constantly sway from one area to another as he attempts to take in every detail he can. Most of his other items seem to be in the strange backpack he carries. He covers up most of his face and hair with scarfs, and other headwear, but his crimson hair does sometimes poke out.

Cilian
Human Rogue 4
LE Medium Humanoid (Human)
Init +5; Senses; Perception +8

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DEFENSE
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AC 18, Touch 13, Flat-Footed 15 (+5 Armor , +3 Dex )
HP 36
Fort +3, Ref +7, Will +3; (-2 against charm, or compulsion if the person offers power, or wealth)

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OFFENSE
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Speed 30 ft.
Melee +1 Sawtooth Saber Attack +9 (19-20/x2) Damage1d8+5 Type S
Melee Full Round Attack using Two +1 Sawtooth Sabers Attack +7/+7 (19-20/x2) Damage 1d8+5 (each) Type S
Ranged

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STATISTICS
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Str 18, Dex 17, Con 14, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +8; CMD 20

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SKILLS
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Skills: (8 + 1 Int + 1 FC = 10)

Acrobatics* +10 ( 5 ranks, 3 class, 3 Dex)
Perception* +9 (5 ranks, 3 class, 2 Wis)
Stealth* +11 (5 ranks, 3 class, 3 Dex)
Disable Device* +11 (5 ranks, 3 class, 3 Dex)
Sleight of Hand* +11 (5 ranks, 3 class, 3 Dex)
K. Local* +8 (4 ranks, 3 class, 1 Int)
Use Magic Device* +9 (4 ranks, 3 class, 2 Cha)
Sense Motive* +11 (5 ranks, 3 class, 2 Wis, +1 trait)
Bluff* +10 (5 ranks, 3 class, 2 Cha)
Intimidate* +11 (5 ranks, 3 class, 2 Cha, 1 trait)
Linguistics* +6 (2 ranks, 3 class, 1 Int)

Languages: Common, Celestial, Infernal, Dark Folk

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FEATS & TRAITS & DRAWBACKS
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Drawbacks:
Cruelty Effect: Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.

Power-Hungry Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Feats
1st: Exotic Weapon Proficiency (Sawtooth Sabre)
3rd: Double Slice
1st RBF: Weapon Focus (Sawtooth Sabre)
2nd RBF: Two Weapon Fighting

Traits:

Inspired Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Bred for War Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Magical Knack Benefit: Pick a class (Crimson Assassin) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Reactionary Benefit: You gain a +2 trait bonus on initiative checks

Suspicious Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

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GEAR
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(Custom) Rogue's Kit (128 GP 9 SP; Weight 38 lbs.)
•This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, inkpen, a mess kit, a mirror, parchment (4 sheets) pitons (10), rope, soap, masterwork thieves' tools, torches (10), trail rations (5 days), vial of ink and a waterskin.
+1 Sawtooth Sabre (2335 GP; 2 lbs.)
+1 Sawtooth Sabre (2335 GP; 2 lbs.)
Handy Haversack (2000 GP; 5 lbs.)
Hat of Disguise (1800 GP)
Pickpocket's Outfit (free; 3 lbs.)
Loaded Dice Superior (50 GP; - lbs.) DC: 30 Perception, or Appraise check to notice.
+1 Chainmail ( 1250 GP; 25 lbs.; +4 AC; +4 Max Dex; -0 ACP)
Un-Locked Chest
Clay Golem Manual (currently being given to Byron)
Documents in foreign tongue.
3100 GP 6 SP

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TRACKED GEAR
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SPECIAL ABILITIES
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•Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

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CLASS ABILITIES
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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.

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. Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Rouge Talents: Weapon Training (Sawtooth Sabre), Combat Trick (Two-Weapon Fighting)

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge.