Rogue Elf

Eckart Vogelstein's page

89 posts. Alias of HighonHolyWater.


Full Name

Eckart

Race

Elf

Classes/Levels

Unchained Rogue/Wizard/Fighter 2

Gender

Male

Size

Medium

Alignment

CG

Strength 12
Dexterity 17
Constitution 13
Intelligence 17
Wisdom 14
Charisma 12

About Eckart Vogelstein

Character Sheet:

Eckart
Elf Fighter(Weapon Master)/Unchained Rogue(Scout/Rake)/Wizard 2
CG Medium Humanoid(Elf)
Init +9; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 13, touch 13, flatfooted 10 (+3 dex)
HP 26 (2d10+6)
Fort +4, Ref +6, Will +5; evasion, +2 vs. enchantment spells and effects;
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OFFENSE
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Speed 30ft.
Melee Curve Blade +7 1d10+3(18–20/×2)
Special Attacks Sneak Attack 1d6, Bravado's Blade
Spell-Like Abilities (CL 2nd; Concentration +9)
6/day Shift(5ft.)
Wizard Spells Prepared (CL 2nd; Concentration +9) +2 to overcome SR
1st - Mage Armour, Grease, Magic Weapon
0th(at will) - Detect Magic, Dancing Lights, Prestidigitation, Jolt
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STATISTICS
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Str 14, Dex 17, Con 12, Int 17, Wis 14, Cha 11
Base Attack +2; CMB +4; CMD 17 (+1 vs. disarm and sunder with curve blade)
Feats Arcane Strike(f1), Scribe Scroll(w), Weapon Finesse(r), Combat Casting(1), Weapon Focus(Elven Curve Blade)(rt2), Improved Initiative(f2)
Traits Elven Reflexes, Mayfly
Drawback
Favoured Class
Skills(16 per level) 2 Acrobatics +8, 1 Appraise +7, 2 Bluff +6, 1 Climb +6, 2 Diplomacy +5, 2 Disable Device +8, 1 Disguise +4, 2 Escape Artist +8 , 1 Knowledge(arcana) +7, 1 Knowledge(dungeoneering) +7, 1 Knowledge(history) +7, 1 Knowledge(nobility) +7, 1 Knowledge(planes) +7, 1 Knowledge(religion) +7, 1 Linguistics +7, 2 Perception +9, 2 Sense Motive +7, 2 Spellcraft +8(+2 to identify magic items), 2 Stealth +9, 1 Survival +6, 1 Swim +6, 2 Use Magic Device +5
Languages Common, Elven, Draconic, Sylvan, Celestial, Gnome
SQ Arcane Bond(ring), Weapon Guard +1, Evasion
Equipment Silver Ring(bonded), Spell Book, Explorer's Outfit, Masterwork Elven Curve Blade, Masterwork Thieves' Tools, Noble's Outfit, Masterwork Backpack, Spell Component Pouch, Silk Rope 50ft., Ioun Torch, Cold iron Kukri, Spring Loaded Wrist Sheath, Alchemists Fire(3)
Current encumberance
Money 9gp
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FIGHTER ABILITIES
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Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Weapon Guard(Ex) At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.
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UNCHAINED ROGUE ABILITIES
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Sneak Attack 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
Bravado's Blade(Ex) When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.
Finesse Training(Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion(Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.
Weapon Training A rogue who selects this talent gains Weapon Focus as a bonus feat.
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WIZARD ABILITIES
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Arcane Bond(Sp)[ring] Silver Wizards Ring. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
Opposed Schools Enchantment, Necromancy. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Teleportation school of Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm(Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift(Su) At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Cantrips Known Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st level Spells Known Mage Armour, Shield, Endure Elements, Protection from Evil, Grease, Celestial Healing, Heightened Awareness, Comprehend Languages, [Mount, Obscuring Mist, Identify, True Strike, Vanish, Magic Aura, Feather Fall, Magic Weapon, Expedetitious Retreat, 135gp]
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RACIAL TRAITS
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Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.

Eckart the Elf:

"I'm leaving father. This place just isn't right for me. Most people are ok with settling down into a normal safe life. But I can't." Eckart looked at the hurt face of his father and mother who both stood by shocked at his sudden wish to depart. He had never complained that things were too hard for him or ever asked for help from anyone. He always had a smile for anyone that he saw. But something unseen had planted a seed inside him last summer and it had snuck up on him when he least expected it. He was supposed to marry Eliza, it had been planned for years. She was a nice enough elf but he didn't care much for the way she looked down on everyone. Money made many conceited but him it just made bored. It was always business and trade and politics. He thought he would be next in line after his father to carry on the business and he was indeed well trained and could do it in his sleep. "Think of our name. And the dishonour you will bring to us." His father was on the verge of yelling. He just could not understand what had gotten into Eckart. His mother at least tried to understand, "Perhaps he just needs to stretch his legs a bit. He'll see how good he has it here and quickly return," she said to her husband imagining the terrible things that could happen to one outside their lovely city, unprotected by their wealth. It was a long discussion with them bringing up one hundred different reasons that he shouldn't go off on this reckless adventure but he insisted and wouldn't back down. His father wouldn't speak to him again and left, his sister was sad and hugged him but said nothing. His mother talked to him last before he left and told him whenever he needed he could come back here. She also gave him one final gift. An exquisitely engraved elven curve blade that had been used by a warrior in their family centuries ago. "Your father never had need of it. Take it and let it always remind you where you come from and remember your blood." He took the blade and it's ornate scabbard, not caring too much for her words. It was the last he would see any of them for a while. He took as much gold as he dared, gathered up a few things he thought he would need, among them his spellbook. He had even completed his training and technically was regarded as a wizard of the elven accademy. This bored him too. The book learning and endless hours of lessons. He didn't care when they told him he had great potential if all he would be doing is reading scrolls all day. He didn't have alot on him but he knew where to go to get started.

Last year he had run into a member of the Emerald Scorpions when he had unwittingly aided them in the success of their mission earning him some gratitude and a favour. From this encounter he was exposed to the outside world compared to his protected wealthy life and his thoughts were often spent thinking on and romanticising the adventures that such a life must bring. Now after leaving and not telling anyone where he was going he went to find the one who owed him a favour and requested to join the group which he afterwards found out was the Order of the Emerald Scorpion, a deal larger and more important and influential than he had at first thought. He came to realise the importance of honing many skills, especially that of his magic and so he began studying and learning and training again this time with focus and intensity that he had never shown at the academy. He agreed to do tasks for the Emerald agent in exchange for training. For about a year he was barely his own person, working hard for himself as well as the agent, until now when he was recommended for a small mission of his own to investigate some disappearances. A small matter he though but was eager to prove himself all the more on his own.

Personality:

With a soft upbringing and care only for himself he has had to quickly learn a thing or two about the world. He still has a fresh adventurous outlook. Every day alive is another day filled with mystery and opportunity. Sometimes he will unsheath his sword and study it's markings and think of his family that he left behind. He can be quick to act, slightly impulsive which has gotten him in trouble before. Once he sets his sights on something he will not give up easily but he is not stubborn. He does resent those that think they are better than him but also himself looks down on others if they are not of noble blood or wealthy upbringing. Facial Features