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About Faerveren "Rapscallion" DeverinAbout Faerveren "Rapscallion" Deverin Faerveren "Rapscallion" Deverin is the daughter of Barclay and Audrey Deverin. Well, not really. A beautiful and charming elven man seduced Audrey onto a love affair. Her getting pregnant didn't raise suspicions, but as the baby came to be with pointy ears Barclay Deverin was not amused. Audrey pleaded for him to forgive her this one time she was unfaithful. But it took time for him to accept that. The baby was given to the maid for taking care. He wouldn't have proof of his wife's infidelity in their bed chamber. Nonetheless Barclay Deverin was a kind hearted man. Faerveren was not the first and not the last of their children. She has five siblings. As she grew up she was integrated into the family again. She got the same education, and mostly the same treatment. But she is the only one who's not allowed to call Barclay Deverin dad. It is clear, that she will not inherit a full share and every now and then a situation pops up where it clearly shows that she is only a second class Deverin. Like when there are official occasions where she was not allowed to come along or withheld in introductions. Through her teenage years she tried to rebel against that. But that didn't help with her standing. So she took it outside. Playing the spoiled and bored brat she got on the nerves of the people but when they didn't look things disappeared. She took what she thought was owed to her. Two times she got caught and once she ended up in jail, but her mother bailed her out on both accounts. As her mischief got known some of her siblings started calling her Rapscallion and the name stuck. She revels in the fact that no one dares to point at her and calling her thief, but nonetheless being afraid to leave her unwatched out of fear something might get lost. Faerveren
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Background Skill (Appraise, Knowledge (History), Knowledge (Nobility), Linguistics, Linguistics, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand) Bonus Rogue Talent (5x) The human gains +1/6 of a new rogue talent. Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class). Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race. Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Evasion Expert Leaper (Ex) When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen. 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. Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks. Language 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). Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Ninja Trick (Ex) A rogue with this talent can choose a trick from the ninja trick list (see pages 14-16). The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The rogue cannot choose a ninja trick with the same name as a rogue talent. No Racial Subtype You have chosen no racial subtype. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Rogue's Edge (Ex) You have mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have. Skills Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces. Weapon Choice (Rapier) (Ex) Dexterity to Damage with Rapier |