Camper

Elion Talaviir's page

14 posts. Alias of Slayde77.


Full Name

Elion Talaviir

Race

| HP: 36/36 | AC: 19 (15 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +5, R: +10, W: +9 | Init: +5 | Perc: +11, SM: +4

Classes/Levels

| Speed 30ft | Power Point: 19/19 Active conditions: Psionic Focus

Gender

Male CG Elan Marskman (Shroud)/Unrogue 4/2

Size

M

Age

???

Alignment

CG

Languages

Common

Strength 12
Dexterity 20
Constitution 15
Intelligence 9
Wisdom 18
Charisma 8

About Elion Talaviir

Basics:
AC: 19
Touch: 15 Flat: 14
CMD: 17

HP: 36/36 (dead at -15)
PP: 19/19

BAB: +4
CMB: +4
Fort: +5
Ref: +10
Will: +9

Init: +5
Speed: 30'

Racial traits:

Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
FCB: 1 power point

Class Features:

Weapon and Armor Proficiency: A marksman/rogue is proficient with all simple, light, projectile, and thrown martial weapons, as well as rapier, sap, shortsword and light armorand bucklers. Armor does not interfere with the manifestation of powers.

Combat Style(Sniper): A Marksman of 1st level chooses a type of ranged combat that is her preferred style. This style determines certain class features, skills, and abilities, as described in the different styles.

Point-Blank Shot: At 1st level, a Marksman gains the Point-Blank Shot feat as a bonus feat.

Unseen (Su): A shroud can use her heightened awareness of her surroundings and psionic energy to read the environment and blend in so as to be undetectable. While maintaining psionic focus, she can spend a swift action to become invisible for a number of rounds equal to her Wisdom modifier. The invisibility ends as soon as the shroud attacks a creature. She can use this ability a number of times per day equal to 3 + her class level. This ability replaces Wind Reader.

Favored Weapon (Bows):Marksmen of 2nd level gain a +1 competence bonus to ranged attack rolls made with any bow weapon. Every four Marksman levels thereafter, this bonus increases by 1.

Hidden Hunter (Su): Starting at 2nd level, the shroud gains a bonus +1 bonus to Stealth skill checks. At 6th level and every 4 levels thereafter, this bonus increases by 1. This ability replaces Evade Arrows.

Sniper Style Technique (Su): Once a Marksman has reached 2nd level, she may expend her psionic focus while making a single ranged attack to add her Wisdom modifier to the damage the attack deals. This ability may not be used as part of a full attack.

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 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.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Sniper Style Skill (Ex): At 3rd level, a sniper Marksman gains a +1 bonus to Stealth. This bonus increases by 1 every three Marksman levels thereafter.

Finesse Training (shortsword) (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.

Sniper Style Mantra (Su): Beginning at 3rd level, as long as a sniper Marksman maintains psionic focus, she gains a +2 competence bonus on damage rolls for attacks made with a ranged or thrown weapon. At 7th level and every four Marksman levels thereafter, this bonus increases by 1.

Cover Fire (Ex): Beginning at 4th level, the Marksman knows not only how to directly engage her enemies, but also how to protect her allies. As an attack action, she may choose to fire a ranged or thrown weapon at an opponent within 30 feet to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + one-half the Marksman’s class level + the Marksman’s Dexterity modifier = DC 17), or be staggered for one round. The Marksman still expends ammunition as normal for this attack.

If the attack roll would indicate a critical threat and the result would hit the opponent’s AC, roll to confirm: if the critical hit is confirmed against the opponent’s AC, the attack does normal damage as well. A Marksman cannot use cover fire if her opponent or the square she targets would be subject to a miss chance (such as from a concealed target).

Second Chance (Su): A sniper Marksman of 4th level may expend her psionic focus when a ranged attack she has made misses to reroll the attack. This ability can be used a number of times per day equal to 3 + the Marksman’s Wisdom modifier.

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 Talent{Weapon Training(Longbow)}: Gain Weapon Focus Feat

Feats and Traits:
Feats
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Traits
Ambush Training: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Isger Orphan: +1 Fortitude Save
Loner: You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.

Basic Attacks:

+1 Composite Longbow (1 str) (range 110'): +12, 1d8+2 damage, crit x3, pierce
shortsword: +9, 1d6+5 damage, crit 19-20x2, slash
dagger: +9, 1d4+1 damage, crit 19-20x2, slash or pierce

Skills (*class skill):

+11 Acrobatics* 2r
+9 Autohypnosis* 2r
-1 Bluff*
+3 Climb*
-1 Diplomacy*
-1 Disguise*
+12 Disable Divice* 4r
+5 Escape Artist*
+5 Fly
+4 Heal
-1 Intimidate*
+3 Knowledge (Psionics)* 1r
+4 Knowledge (Dungeonieering)* 2r
+3 Knowledge (Local)* 1r
+11 Perception* 4r
+4 Ride
+4 Sense Motive*
+14 Stealth* (+2 skilled) 4r
+4 Survival*
+1 Swim*
-1 Use Magic Device*

Background
+3 Appraise 4r
+6 Knoweldge(Geography)* 4r

Manifests:
Power Points/Day: 19
Concentration: +8
Powers Known:
0th - My Light DC - 14
1st - Vigor DC - 15
Spells Prepared:

Equipment:

Encumbrance: 50/50 lbs
Gear:
+1 Composite Longbow (+1 str) [2500 gp] [3lbs]
Mithral Chain Shirt [1100 gp] [25lbs]
Cloak of Resistance [1000 gp]
3x Potion CLW [150gp]
Shortsword [10 gp] [2lbs]
Dagger [2 gp] [1lbs]
30 Arrows [2gp] [4lbs]
MW Backpack [50gp] [4lbs]
20 Incendiary Arrows [10gp] [3lbs]
20 Blunt Arrows [2gp] [3lbs]
20 Barbed Arrows [2gp] [3lbs]
MW Thieves Tools [100gp] [2lbs]

Money:
PP: 0
GP: 60
SP: 0
CP: 0

Background:

Boredom ... no one told him how boring it was to be immortal. Elion had lived a very long life. When first becoming an Elan, he still felt the urge to fight for what he felt was right. He would fight in the wars he felt were justified or against an evil. In such battles, he would always stand out as his arrows flew nearly perfect every time and somehow against all odds, he would survive. However, when the battles were over, he would move on and disappear from society. Though it wouldn't be long before some other cause became worth fighting for and Elion would enlist again, under a different name. This pattern would continue again and again until Elion finally realized the pointlessness of it. History, he learned from experience, was cyclical. It didn't matter whether they won or lost, eventually someone would start it all over again. The reasons may be slightly different but the core was always the same. Upon coming to this realization, Elion hung up his bow and walked away from the world.

The problem now was boredom. With no cause to challenge him Elion had nothing to drive him. He tried various hobbies but none of them stuck. Eventually, Elion learned of a dungeon that was supposed to push people to their limits. This would be something interesting he thought to himself as he packed up his things and headed to the shackles. At the very least, it shouldn't be boring.

Appearance and Personality:

Elion appears to be human, but has a slight glow about him. His muscular frame belies how nimble he actually is. His hair is light and generally unkempt. Given his tendency to outlive others, he is rare to make friends and is often very gruff

Level Up Info:

Level 1: +1 Power Point FCB | Skills: Disable Device, Perception, Stealth
Level 2: +1 Power Point FCB | Skills: Disable Device, Perception, Stealth, Acrobatics, Autohypnosis, Knowledge(Dugeoneering), Knowledge(Local)
Level 3: +1 Power Point FCB | Skills: Disable Device, Perception, Stealth
Level 4: +1 Power Point FCB | Skills: Disable Device, Perception, Stealth, Acrobatics, Autohypnosis, Knowledge(Dugeoneering), Knowledge(Psionics)