Cayden Cailean

Darius Marel's page

337 posts. Organized Play character for Derek Weil.


Race

Human

Classes/Levels

Unchained Rogue 4 | HP 39/39 | AC 21 T 16 FF 16 | Saves: F: +4 R: +9 W: +3 | CMD: 19 | Init: +6 Percep: +7 SM: +4

Gender

Male

Size

Medium

Age

29

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Taldor (Oppara)

Languages

Common, Kelish, Osiriani

Strength 12
Dexterity 19
Constitution 14
Intelligence 13
Wisdom 10
Charisma 10

About Darius Marel

Pathfinder Society #: 85794-2

XP: 11
FP: 19
PP: 17

Scenarios Completed:
#3-05: Tide of Twilight (1 XP, 2 PP)
#5-01: The Glass River Rescue (1 XP, 1 PP)
Pathfinder Module: Master of the Fallen Fortress (1 XP, 1 PP)

Pathfinder Online: Thornkeep The Accursed Halls (2 XP, 3 PP - partial chronicle)
#4-15: The Cyphermage Dilemma (GM credit; 1 XP, 2 PP)

#6-09: By Way of Bloodcove (1 XP, 2 PP)
#6-06: Hall of the Flesh Eaters (1 XP, 2 PP)
#6-08: The Segang Expedition (1 XP, 2 PP)

#6-12: Scions of the Sky Key, Part I (1 XP, 2 PP)
#6-14: Scions of the Sky Key, Part II (1 XP, 2 PP)

Initiative: +6
Perception: +7
Speed: 30/30

Defense
AC: 21 Touch: 16 FF: 16
(+5 armor; +4 Dex; +1 deflection; +1 dodge)
HP: 39/39
(favored class bonus here)
Fort: +4
Ref: +9
Will: +3
CMD: 19

Offense
BAB: +3
Melee
Mwk Cold Iron Gladius +9 (+7 TWF) / 1d6+4 / 19-20 / x2 / P or S
Mwk Cold Iron Gladius +9 (+7 TWF) / 1d6+2 / 19-20 / x2 / P or S

Ranged
Shortbow +7 / 1d6 / x3 / P

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.

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.

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

Rogue Talents:
Rogue Talents:

Weapon Training (2nd)
Esoteric Scholar (4th)

Traits:
Reactionary: +2 to initiative
Indomitable Faith: +1 to Will saves

Feats:
Toughness (1st)
Two-Weapon Fighting (human bonus)
Weapon Finesse (from Finesse Training)
Weapon Focus: Short sword (from Weapon Training)
Dodge (3rd)

Skills:

-0 Armor Check Penalty included
Class skills in bold
Ranks in (parentheses)

Acrobatics +10 (3)
Appraise +1 (0)
Bluff +5 (2)
Climb +7 (3)
Diplomacy +6 (3)
Disable Device +14 (3)
Disguise +0 (0)
Escape Artist +10 (3)
Fly +4 (0)
Heal +0 (0)
Intimidate +4 (1)
Know: Dungeoneering +6 (2)
Know: Local +6 (2)
Linguistics +5 (1)
Perception +7 (4)
Ride +4 (0)
Sense Motive +5 (2)
Sleight of Hand +9 (2)
Stealth +10 (3)
Survival +0
Swim +6 (2)
Use Magic Device +7 (4)

Consumable Items:
Alchemists' fire (1) 1 lb.
Holy Water (2) 2 lbs.
Oil of Bless Weapon 1 lb.
Oil of Magic Weapon 1 lb.

Wand of CLW 46/50 charges

Equipment:

+1 Mithral Shirt 10.0 lbs.
Masterwork Cold Iron Gladius 3.0 lbs.
Masterwork Cold Iron Gladius 3.0 lbs.
Shortbow 2.0 lbs.

20 Cold Iron arrows 3 lbs.
Masterwork Backpack 4 lbs.
Bedroll 5 lbs.
Rope, silk 5 lbs.
Masterwork Thieves' Tools 2 lbs.
Waterskin 4 lbs.

0 GP 9 SP

Total weight: 45.0 lbs.

Background:
Darius grew up in Oppara with his aunt and younger sister, his parent having died of disease when he was a child. His aunt was a shopkeeper and the family did well enough.

Still, Darius had a knack for getting himself into (and then often out of) trouble. Too often his ideas of "fun" skirted the law. This all came to a head one day over a misunderstanding about his sister's locket (a family heirloom).

Thieves stole it from her. Darius decided it would be easiest to steal it back. But he was caught by the theives, who chased him through the streets. The Watch got involved, and it ended up being another in a long line of headaches for his aunt. To spare her further grief, Darius struck out to make his fortune.

Turned down by the famed Lion Blades, Darius made his way to Absalom and found a place with the Pathfinder Society.