About Erik SforzaErik 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
Defense
Offense
Race = Half-Elf (favored class: Slayer)
Skills: (6+8+2*2 int = 18) Not including ACP (?) Stealth (2 rank +3 trained +3 dex)
Future gets
Background Skills (2/level)
Languages : Common, Elven, Sylvan(int), Hallit (int), ??? (linguistics), ??? (linguistics)
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.
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.
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.
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):
Armor (65gp):
Character Build:
1 or 2 lvls of slayer (sniper)
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