Damiel

Elion's page

224 posts. Alias of Speaker for the Dead.


Classes/Levels

Rogue/2 (HP:13/13, AC15)

About Elion

Male Half-Elf Rogue 2 Exp: 1000
NG Medium Humanoid (elf, human)
Init: +5; Senses: low-light vision; Perception: +10 (+11 traps)

AC 15, touch 13, flat-footed 10 (+3 Dex,+2 armor)
HP: 13 (2d8)
Fort +0, Ref +6, Will +0; +2 vs. enchantments
Immune magic sleep; Resist elven immunities

Hero Points: 2

Speed 30 ft.
Special Attacks sneak attack +1d6
Melee: Dagger +4 (1d4/19-20/x2)
Ranged: Sling +4 (1d4/x2)

Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats: Combat Reflexes (4 AoO/round), Skill Focus (Perception), Evasion
Traits: Elven Reflexes, Focused Mind
Rogue talents Finesse Rogue

Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Mind +2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Skills:

Acrobatics +8
Appraise +6
Bluff +8
Diplomacy +8
Disable Device +9
Escape Artist +7
Knowledge (Dungeoneering) +6
Knowledge (Local) +6
Perception +10 (+11 to locate traps)
Profession (merchant) +4
Sense Motive +5
Sleight of Hand +7
Stealth +8
Swim +7

Racial Modifiers +2 Perception
Languages Celestial, Common, Varisian, Elven
SQ elf blood, trapfinding +1

What was his life like?:
Elion grew up the oldest son of a tinsmith in a small town outside of Magnimar. To his father's dismay he's shown little aptitude or interest in smithing but he does have a knack for buying and selling so he's taken over the distribution end of the business. On a normal day Elion will deliver any special orders then spend the rest of the morning hawking tin ware, taking orders or picking up items for mending. The afternoons he spends on idle entertainment, drinking with friends or making trades for his own enrichment.

What did he do to piss off House Thrune?:
Elion has what he considers to be a harmless hobby. He has a handful of obviously counterfeited coins (they're stamped with the words "Duff" on one side and "Fool" on the other). As he travels about town he keeps his eyes open for visitors and, when he finds one, slips one of the bogus coin into their purse using Slight of Hand. The local villagers know of his pastime, and when the stranger attempts to use the false coin they're quick to raise a fuss. Typically the stranger is outraged, embarrassed, and ultimately confused when they realize that they aren't actually missing any money. Eventually the bewildered tourist is sent on his way and the townies have a good laugh at his expense.
One fine day, spotting what he takes to be just another arrogant noble, Elion casually bumps into the man and whilst profusely apologising, slips one of the trick coins into his purse.
Later that day swaggering into the village tavern Elion calls out, "Hey Ferris, pour me a..." Something was very wrong. The tavern is silent, the patrons cringing into their chairs trying to look as small and insignificant as possible. Ferris has pinched look to his face and is very carefully not looking at the man leaning disdainfully against the bar. It's the noble Elion had planted the coin on earlier.
The man turns and smiles nastily at him, "Ah, here's the clever lad at last. Come here boy, I have a job for you."
Elion spins on his heel and lunges towards the door. He's almost in the clear when a mailed fist appears out of nowhere crashing into his face and knocking him into oblivion.
When he wakes up he finds himself tied to a chair with a hood over his head. The next thing he knows... well that would be up to the GM, wouldn't it?

What would he be doing otherwise?:
Selling his father's wares and building his modest trading empire.

Sources?:
Core Rules, Advanced Players Guide, Character created in Herolab

How often can I post?:
Daily++

Why play?:
I'm retired and I have time on my hands.
I've been playing tabletop RPG's for more than 30 years.
Why not play?

Stat Block:

Elion
Male Half-Elf Rogue 2
NG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +10 (+11 traps)
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (2d8)
Fort +0, Ref +6, Will +0; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Special Attacks sneak attack +1d6
Melee Dagger +4 (1d4/19-20/x2)
Ranged Sling +4 (1d4/x2)

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Statistics
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Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats Combat Reflexes (4 AoO/round), Skill Focus (Perception), Evasion
Traits Elven Reflexes, Focused Mind
Acrobatics +8
Appraise +6
Bluff +8
Diplomacy +8
Disable Device +9
Escape Artist +7
Knowledge (Dungeoneering) +6
Knowledge (Local) +6
Perception +10 (+11 to locate traps)
Profession (merchant) +4
Sense Motive +5
Sleight of Hand +7
Stealth +8
Swim +7
Racial Modifiers +2 Perception
Languages Celestial, Common, Varisian, Elven
SQ elf blood, trapfinding +1
Hero Points: 1

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Special Abilities
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Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Mind +2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Equipment:

Cold Weather Outfit, Gloves, Leather armor, Dagger (2), Sling, Sling bullets (40), Backpack (12 @ 19.5 lbs), Bedroll, Belt pouch (4 @ 2.74 lbs), Oil (2), Chalk, Drill, Flint and steel, Sack (empty), Silk rope, Thieves' tools, Torch (2), Trail rations (5), Waterskin, Whetstone, Tanglefoot Bag, 67 GP, 8 SP, 5 CP