Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10
Gender
Male
Size
Medium
Age
80
Special Abilities
Magic and Smart
Alignment
CG
Location
Azlant
Languages
Aboleth, Aquan, Azlanti, Common, Elven, Sylvan
Strength
8
Dexterity
18
Constitution
12
Intelligence
16
Wisdom
12
Charisma
8
About Deranthil
Background:
Hailing from a small fishing community Deranthil was never content to stay at home and live a normal life. At a young age he had signed onto a merchant vessel as part of their crew. He found his aquatic heritage both useful and in demand and worked his way on various ships all the way to the center of the world.
In Absalom he thrived. He loved the bustle of the city and all that it offered. When his meager savings ran low he learned to talk fast and live off the streets. He did not like to fight but learned how to do so when he could not outrun or out think his opponents. It was this desire to best his opponents with brains over brawn that led him to eventually apply for entry into the Arcane Academy of Absalom. He was thrilled to learn that he had enough natural talent to be accepted but had to increase his less savory activities to cover the school’s tuition.
As he learned magic it became easier to con and steal from the criminals of the city, and a few pompous nobles in greater abundance. It was only natural to tune what he learned in magic to benefit him in his other endeavors and soon he had his own style.
After graduating from the Academy Deranthil felt the city had given all it had to give. And a few of his other activities had certain persons looking for him. Between these two stimuli the call of the road grew louder and Deranthil looked for some new adventure. He had seen fliers for the call for adventurers to go off to some place called Talmandor’s Bounty. And it look little time to arrange to be part of a crew headed to Almas in Andoran where the adventurers were assembling to go and explore the lost worlds of Azlant. He would be part of it.
Personalty:
Deranthil is an explorer at heart. He loves to travel and is not content except when he is out on the road or the sea. Rather bookish in his down time, he is somewhat a loaner and can be seen as independent or even stand offish. But he is loyal to his friends and fulfills his commitments. He is trained in fishing but has been known to intentionally forget to bait his hook in order to get some thinking done. He has given up on any love interests at this point in his life but would be open to the right opportunity. While a convincing liar he does not like to embellish the truth without good reason.
Appearance:
Deranthil stands a good 6 feet tall. He is long and lean and moves with a grace that is unusual for someone so tall. His hair is sea foam green and his eyes are ocean blue. He wears an explorer's outfit, no armor, and is lightly armed with short sword and crossbow. His gaze is informed and penetrating and seems to miss little. It requires more than casual observation to note that there are gills under the high collar of his shirt.
Male aquatic elf unchained rogue (eldritch scoundrel) 4
LN Medium humanoid (aquatic, elf)
Init +4; Senses low-light vision; Perception +10
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Defense
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AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +2 shield) hp 35 (4d8+9)
Fort +3, Ref +8, Will +2; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft., swim 30 ft.
Melee cold iron short sword +8 (1d6+4/19-20) or
sap +8 (1d6 nonlethal)
Ranged underwater light crossbow +7 (1d8/19-20)
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Special Abilities
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Alarm Sense (Su) Gain trap spotter effect if in 10 ft of magical trap.
Amphibious (Ex) You can survive indefinitely on land.
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.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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.
Rogue Talents For Rogue Talents which require Ki, can use spell slots.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spells Can cast wizard spells with the number of slots of a magus.
Swim (30 feet) You have a Swim speed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Water Breathing You can breathe water as well as air.