Elf

Erik Sforza's page

146 posts. Alias of pad300.


Full Name

Erik Sforza

Race

| HP: 19/19||AC 18, Touch 13, FF 15 | Init: +5 | F: +4, R: +7, W: +3, +1 vs Mind Affecting +2 vs enchantment| CMB: +2, CMD: 15|

Classes/Levels

Speed 30ft| Perc: +8, SM: +6 | Active conditions: none

Gender

M Half-Elf Slayer (Sniper) 1 U-Rogue (Guerilla)1

Size

M (5'9", 175 lbs)

Age

25

Special Abilities

see text

Alignment

CG

Deity

Erastil

Location

Stolen Lands

Languages

Common, Elven, Sylvan, Hallit

Occupation

Blade for Hire, looking to become a ruler!

Strength 13
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 12
Charisma 10

About Erik Sforza

Erik Sforza

Background:

He was born a bastard in the small town of Shorelee (made up) on the Ravenroost River; his mother’s (a tavern wench and part time whore) business precautions having failed. It was clear as soon as he was born that he was not a normal child; rather he was half-elven (and a strange one at that – white hair and grey tinted skin). He was taken in by the local ranger’s brotherhood of Erastil. Although he has no religious inclinations and was naturally much more chaotic than the Erastilians, they pounded into him both something resembling religious faith, and a reasonably practical set of life skills as a hunter and outdoors-man...
He ran away at 15, and ended up in the big city of Port Ice. He fell in with the criminal gangs there, and with Devlin Almondo. He learned a great deal more about human nature and a few questionable skills...
When the call for adventurers to reclaim the Stolen Lands was published, Erik was starting to become unhappy with how he was living his life (saw he was being used by Devlin), and decided to join the expedition, seeing the opportunity to better his lot...


Description:

25 years old (and looks about 17 in human terms). 5’9”, 175 lbs a little short and broad for a 1/2 elf; clearly he leans towards his human half. He dyes his shoulder length white hair a dark brown with walnut stain (also his short moustache), so as not to stand out so much. Having spent much time outdoors, his skin is tanned, which combines slightly oddly with it’s basic slight grey tone. He has green eyes. His gear is well kept up, but picked not to stand out. He favours greens, brown and shades of grey in the colours he wears.

NPC:

Devlin Almondo
A charismatic young (21, when he met Erik; that’s now 34) street thief and gang member in Port Ice. Erik fell in with him when he came to town (~10 years back). Erik was still maturing as a 1/2 elf, and was manipulable (Devlin is a person who uses others for his ends). They became friends, and Devlin brought Erik into the local underworld; he became part of Devlin’s muscle... Devlin has since advanced deeper into the underworld: gang leadership, protection rackets, smuggling and other such activities. Erik meanwhile, has decided to strike out for the Stolen Lands.

Mechanical:

Slayer (Sniper) 1 U-Rogue (Guerilla)1
Alignment: Chaotic Good
Diety: Erastil
Init +5 = +3 Dex +2 trait
Speed 30 ft
Low Light Vision, Darkvision 60 ft

Defense
AC: 18 =10+4 Armor + 3 Dex +1 shield
HP: 19 = 10+d8>>5 + 2*2 (con)
Fort + 4 = +2 Slayer +2 con
Ref + 7 = +2 Slayer +2 Rogue +3 dex
Will + 3 = +0 Slayer +2 Dual Minded +1 wis
+1 trait to will vs mind affecting +2 vs enchantment, immune to sleep
CMD : 15 = 10 + 1 (bab)+3 (dex) +1 str

Offense
Melee:
Ranged:
BAB : +1 = +1 Slayer
CMB : +2 = +1 (BAB) +1 str

Race = Half-Elf (favored class: Slayer)
Str: 13 =13 (3 pts)
Dex: 16 = 14 (5 pts)+2 Racial
Con: 14 =14(5 pts)
Int: 14 =14 (5 pts)
Wis: 12=12 (2 pts)
Cha: 10 = 10 (0 pts)

Skills: (6+8+2*2 int = 18) Not including ACP (?)

Stealth (2 rank +3 trained +3 dex)
Disable Device ( 2 rank +3 trained +3 dex )
Perception (2 rank +3 trained +2 racial+1 wis)
K Local (1 rank +3 trained +2 int)
Survival (2 rank +3 trained +1 wis)
Ride (1 rank +3 trained +3 dex)
Sense Motive (2 rank +3 trained +1 wis)
Intimidate (2 rank +3 trained +0 cha)
Acrobatics (1 rank +3 trained +3 dex)
Swim (1 rank +3 trained +1 Str)
Disguise (1 rank +3 trained) + 0 Cha)
Bluff (1 rank +3 trained + 0 Cha) (+1 skilled liar)

Future gets
k Dungeoneering
K Planes

Background Skills (2/level)
Sleight of Hand (1 rank +3 Trained +3 dex)
Handle Animal (1 rank)
Linguistics (2 rank +3 trained +2 in)

Languages : Common, Elven, Sylvan(int), Hallit (int), ??? (linguistics), ??? (linguistics)
Traits: Issian (Campaign Trait), Deadeye Bowman (Religion), Elven Reflexes (race, 1/2 elf)
Feats: Point Blank Shot (1st), Weapon Finesse (URog 1)

Race Abilities:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

FCB: 1/6 of a slayer talent *1

Class Abilities:

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track.

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.

Skilled Liar (Ex): Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.
This ability replaces trapfinding.

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.

Equipment 675 gp:

19 gp, 9 sp, 9 cp

Weapons (237gp):
6 Chakrams (6 gp), Cestus (5 gp), Dagger (2 gp), Rapier (20 gp), Sap (1 gp),Composite Long Bow (str +1, 200 gp), 60 arrows (3 gp)

Armor (65gp):
Buckler(5 gp), Lamellar -Leather (60 gp)
Equipment: (147.51 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), , belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Wandermeal 10 days (10 cp), Tracking Powder (30 gp, 10 uses), MW Thieves Tools (100 gp)
Dog (Malki, 31 gp):
Hunting/Guard Dog (25 gp) (), Chain mail collar (reflavored Haramaki Barding) (6gp)
Mount (174.5 gp)
Combat Trained Light Horse (110 gp), Military Saddle (30 gp), Leather Barding (20 gp), Saddlebags (4 gp), Lance (10 gp), 10 Days horse Fodder (5 sp)

Character Build:

1 or 2 lvls of slayer (sniper)
4 levels of Unchained Rogue (?archetype?)
Follow up with more slayer