Elf

Eluvias the Grim's page

632 posts. Alias of Grumbaki.


Alignment

Chaotic Good

Strength 18
Dexterity 18
Constitution 16
Intelligence 15
Wisdom 10
Charisma 10

About Eluvias the Grim

Offense, Defense:

Offense
* THACO: 19
* Strength: +2 Hit +3 Damage
* Elf: +1 hit longsword

[dice=Longsword THACO 16]1d20[/dice]
[dice=Damage]1d8+3[/dice]

* THACO 19
* Dex: +2 hit
* Elf: +1 hit longbow

[dice=Longbow THACO 16]1d20[/dice]
[dice=Damage]1d8+3[/dice]

Defense
* HP: 10 (lvl 1) + 6 (lvl 2) +2 (Con) = 18
* AC: 8 (leather) -1 (shield) -4 (Dex) -2 (Swashbuckler) = 1

Stats:

27 points
Str: 18 (8pts) Str: 1d100 ⇒ 73
Dex: 17 (7pts) + 1 (elf) = 18
Con: 17 (6pts) -1 (elf) = 16
Int: 15 (5pts)
Wis: 10
Cha: 10

Proficiencies, Skills:

Weapon Proficiency
* Starts at level 1 with 4 weapon proficiency slots. -2 Penalty to hit with non-proficient weapons. Gains 2 from kit
* Longsword, Longbow, stiletto, main-gauch,, rapier, and sabre

Non-weapon proficiency
* Starts at level 1 with 3 nonweapon proficiency slots. Int +4, Bonus + 2 = 9
* Etiquette, Tumbling, Hunting, Religion (costs 2 points), locksmithing (This is the specialized skill of making locks. It is treated like other "craft" proficiencies when checking for success. Also, thieves with this proficiency gain a 10% bonus to their lockpicking skill, because they are intimately familiar with the internal structure and working of so many locks.) Trailing (Trailing resembles tracking, except tracking is associated chiefly with the wilderness, and trailing typically is used in major urban centers (i.e., cities and large towns). It is the talent of tailing someone—of keeping a certain distance or even catching up to them, though they may be attempting to blend into a crowd, or at least get lost in the confusion of a street full of people.) Blind Fighting

Rogue Skills
* Lvl 1 (60 skill points) Lvl 2 (30 skill points)
* Pick Pockets: 15 (base) +5 (elf) +10 (Dex) = 30
* Open Locks: 10 (base) -5 (elf) +10 (skill) +15 (Dex) +10 (Skills) = 40
* Find/Remove Traps: 5 (base) +5 (Dex) +30 (Skills) = 40
* Move Silently: 10 (base) + 5 (elf) +10 (Dex) +25 (Skills) = 50
* Hide in Shadows: 5 (base) +10 (elf) +10 (Dex) +25 (Skills) = 50
* Detect Noise: 15 (base) + 5 (elf) = 20
* Climb Walls: 60 (Base)

Equipment:

* 1000 gold to start
* Leather, Shield Longsword, Composite Longbow (math to follow later)

Saving Throws:

Paralyzation, Poison, Death Magic: 13

Rod, Staff, Wand: 14

Petrification, Polymorph: 12

Breath Weapon: 16

Spell: 15

WIS: Magical Defense Adjustment: 0

Fighter / Thief Swashbuckler:

Backstab: When attacking someone by surprise and from behind: +4 to hit modifier, negate the target's shield and Dexterity bonuses. The weapon's standard damage is multiplied by X2

Requirements: To be a Swashbuckler, a character must have an Intelligence and Dexterity of 13 or better.

Weapon Proficiencies: The Swashbuckler receives two extra weapon proficiency slots which must be devoted to weapon proficiency with one of the following weapons: stiletto*, main-gauche*, rapier*, and sabre*. (The "*" symbol denotes new weapons to be found in the Equipment chapter.) Throughout his career, he must devote half of his weapon proficiency slots to those four weapons. Once he has achieved proficiency in all four of those weapons, he may freely choose where the rest of his weapon proficiency slots go.

Nonweapon Proficiencies:

Bonus Proficiencies:
(General) Etiquette,
(Rogue) Tumbling.

Special Benefits: The Swashbuckler has three special benefits. First, when using up his Nonweapon Proficiency slots, he doesn't have to devote double the normal number of slots when choosing Rogue proficiencies. Second, when he's wearing light or no armor (i.e., no armor, leather armor, or padded armor), he receives a –2 bonus to his AC (that is, an AC of 7 would become a 5); he's so nimble that he's very hard to hit. Third, the Swashbuckler is such a romantic figure that he always receives a +2 adjustment on his reaction roll from NPC members of the opposite sex.

Special Hindrances: Trouble seeks out the Swashbuckler. This is something that the DM will have to play very carefully if the Swashbuckler is to be as hindered as all the other Warrior Kits. When there's another Swashbuckler around, intent on proving that he's the best swordsman in the world, it's the PC Swashbuckler he settles upon and challenges. When a certain young lady is being pursued by the king's guards, who are intent on stopping her from revealing secrets in her possession, it is the Swashbuckler she stumbles across when fleeing. When a prince is too drunk to attend his own coronation, miraculously he looks just like the Swashbuckler. Life conspires to make things difficult for the Swashbuckler, and the DM should always throw just a little more good-natured bad luck at that Warrior Kit than at any other.

Elf:

Elves are 90% resistant to sleep- and charm-related spells. Even if they fail a check, they get the save usual for such spells.
Elves gain a special bonus to find secret or concealed doors. Passing within 10 feet of a secret door, elves will detect it on a roll of 1 on a 1d6. If they search a 10-foot-square area, elves can find a secret door on a roll of 1 or 2 on a 1d6. Elves find concealed doors on a roll of 1, 2, or 3 on a 1d6.
Elves gain a special bonus with bows, excluding crossbows. When firing a bow, an elf gains a +1 to hit. This does not apply to damage unless a specially made bow is used that takes advantage of a Strength bonus.
Elves are especially good with short and long swords. Like their abilities with bows, they gain a +1 to hit (but not on damage) when using one of these weapons. This is in addition to any bonuses of the weapon itself.
Elves move through forests and other natural terrain silently and almost invisibly. As long as elves are not attacking, they can only be spotted by someone who can spy invisible objects. When elves move through the woods, if they are careful, they will appear only as shadows of the leaves of trees, dancing in the undergrowth. This is of immense value to elves, who can thus gather information about their enemies—enemies who often do not even suspect an elven presence.
Finally, elves have the ability to give their enemies a - 4 penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to —2.

Background:

Eluvias is a locksmith, known by friends and acquaintances in the city as a man who often leaves on extended hunting trips. In this, he is justly proud of his skill with a bow to bring down game, and a blade to protect himself on the road. For those who know him in this public life, he is known as being helpful, friendly, witty, and an eligible bachelor.

However, this is all a front for his true calling of a bounty hunter. Possessed of a dry wit and a near suicidal sense of adventure, he has made a profession of hunting those who prey upon others. Followers of Bhaal, Bane, Cyric, and other murderous or destructive cults are among his favored quarry. Cultists, murderers, fugitives, and others who threaten the innocent are, in his eyes, little better than vermin. Indeed, he considers them less than animals. To the authorities, he is known more as ‘the Grim’ due to the nature of the bounties he collects. For a cultist to be found, there is inevitably a crime that has committed which demands a sober response.

In his mind, an animal kills because it must. It hunts because it is hungry. It does not murder for pleasure, power, or some twisted devotion to a god of slaughter. Such people do. And therefore they must be culled.

Eluvias does not see this as vengeance. Nor does he consider himself an executioner. He is a hunter, and there is a proper way to hunt.

He tracks his quarry. He studies their habits. He follows their trail. He waits for the right moment. And when the time comes, he puts an arrow or a sword through them.

If his quarry is wanted by the law, he brings them back alive when practical. There is no dishonor in allowing the authorities to decide their fate. After all, a hunter earns his living by bringing his catch home.

Eluvias simply has a rather unusual definition of "game."

For him, hunting the enemies of Solonor is both religious calling and profession. He earns his coin from the same skill through which he honors his god.

The distinction between the two has never seemed important to him.

Appearance:

Eluvias is a tall, athletic elf, standing around six feet. He is lean but well muscled, with broad shoulders, strong arms, and the compact build of someone who has spent years hunting and traveling through the wilderness. Most elves are thought of as thin, frail even. Relying on grace and poise over strength. Eluvias is the exception that proves the rule.

He has the high cheekbones, narrow jaw, and pointed ears typical of an elf. His dark brown hair falls to around his shoulders and is usually tied back when he is hunting. His eyes are green, and he has a habit of constantly watching his surroundings. His skin is fair but lightly bronzed from spending so much time outdoors.

His hands are heavily callused from years of using a bow and weapons. His clothing and equipment are practical rather than ornate. He wears well-maintained leather armor, a dark gray cloak, and sturdy boots suitable for traveling. A longbow and quiver are normally carried on his back, while a longsword and shield hang at his sides.

Eluvias keeps his equipment in excellent condition. His bow is carefully maintained, his arrows are straight and properly fletched, and his swords are kept clean and sharp. A small holy symbol of Solonor Thelandira is worn beneath his clothing, with perhaps a simple arrowhead worked into the design.

It is only when his quarry becomes the subject of conversation that his attitude becomes apparent. To Eluvias, hunting is both his profession and his devotion to Solonor. Murderers, cultists, and those who prey upon the innocent are simply his chosen game.