Halfling

Gabriel Izalith's page

217 posts. Alias of Archae.


Full Name

Gabriel Izalith "The flame dancing in the dark"

Race

| HP: 65/65| AC: 23 (16 Tch, 18 Fl) | CMB: +10/+5, CMD: 26| F: +9, R: +14, W: +6 | Init: +7 | Perc: +11, SM: +12

Classes/Levels

| Speed 30ft , +10ft sprinter | Active conditions: None.

Gender

Male True neutral Ifrit / 3 UC rogue / 6 Stygian Slayer

Size

Medium

Homepage URL

Character sheet

Strength 14
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 10
Charisma 9

About Gabriel Izalith

Rogue Unchained Abilities:

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. Dueling Sword

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.

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.

Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.

Sneak attack- 2d6

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.

Slayer Abilities:

Weapon and Armor Proficiency
A stygian slayer is proficient with light armor, but not with medium armor, heavy armor, or any kind of shield (including tower shields).

This replaces the slayer’s armor proficiency.

Sneak attack- 2d6

Invisibility (Sp)
At 4th level, a stygian slayer can cast invisibility once per day, using his slayer level as his caster level. The slayer uses his Intelligence modifier for concentration checks when using this ability. The slayer can use this an additional time per day at 8th level and every 4 levels thereafter.

This ability replaces the slayer talent gained at 4th level.

Studied Target (Ex)
[Errata] 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 rolls, 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.

Track (Ex)
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow track

Feats and Talents:

EWP Dueling sword- level 1 feat

lvl 3 quick draw

lvl 5 weapon focus dueling sword

lvl 7 power attack

lvl 9 dueling mastery You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword in your hand. As long as you wield only a single dueling sword in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons), you gain a +2 shield bonus to your AC. If you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword deals slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist or swashbuckler.

rogue Talent- Ninja talent- Pressure points

Slayer talent- Ranger combat style 1 - precise shot
Slayer Talent- Ranger combat style 2- Improved Precise shot

Statistics:

Neutral ifrit
Init +6; Senses Perception +10, Darkvision 60ft
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DEFENSE
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AC 24, touch 15, flat-footed 18 (+6 armor, +5 dex, +1 shield, +1 deflection, +1 dodge )
hp 50
Fort +8, Ref +10, Will +3
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OFFENSE
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Speed 30 ft.

Melee

Dueling Sword 1d20 + 10, 1D8 +15 [2 fire damage, 7 Dex damage, 6 Power attack]

2d6 sneak attack

Ranged
Masterwork [2] Composite Longbow 1d20+10 , 1d8+2

Traits

Energy Resistance: Ifrits have fire resistance 5.

base Speed: Ifrits have a base speed of 30 feet.

Darkvision: Ifrits can see perfectly in the dark up to 60 feet.

Efreeti Magic- Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.

Sprinter Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Brazen Flame:Ifrits sometimes flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 2 point of fire damage with its melee attacks

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.

Benefit: You gain a +1 trait bonus on Will saves.

Expert Distractor (Ifrit)

Benefit(s) Whenever you damage an opponent that is casting a spell with a melee attack that deals fire damage (such as a flaming weapon or a torch), the DC of the concentration check for your opponent to cast the spell is equal to 10 + the non-fire damage dealt + double the fire damage dealt + the spell’s level (instead of just 10 + the damage dealt + the spell’s level).

Gear

Masterwork Backpack 50 gp
Masterwork thieves’ tools,
Mithral breastplate 4200
Dueling sword +1 2355
ring of Protection 2000
Belt of Dexterity 4000
Cloak of resistance +1 1000 gp
Rogue's Kit

Masterwork Composite Bow
Many arrows

9'500 gp

Background:

Concept and Background

1) Gabriel comes from a noble family situated in Hearth. They're primarily Thieves and assassins. Gabriel's childhood growing up was filled with abuse and training in both swordplay and in eventually getting married off to another family.

2) Having run away from home, he makes his living both dancing, something he loves and Mercenary missions from the Happy Swords.

3) Gabriel tries to avoid confrontation and getting involved with any official organizations and governments due to his view of such things being colored by his family

4) He was captured for unknown reasons by the inquisitors and the ritual performed on him. For what reasons, he doesn't know and with their recent collapse he may never.

5) Having escaped the Priest's round up, Gabriel has become more determined to figure out his future and the truth behind the darkness that covers his body.

Goals

1) To reveal his family and get revenge

2) To figure out his curse and about his shadowdancing, the

Secrets

1) Gabriel has taken innocent lives, something he deeply regrets but also hides.

2) Dancing is something of a calming activity for him, even shadow dancing. He believes firmly in the mantra "Through the dark, not the dark". A belief not widely held.

Loyalties

-Not many, but presumably the Happy Swords and anyone whose treated him fairly in the theater and performances.

Appearance and Personality:

Gabriel has Charcoal black hair, Deep blue eyes and black veins covering his chest, arms and a single vein going across his left eye. The Veins, make his skin look like charred lumber.

As a person Gabriel is Demure, someone who follows orders as opposed to questioning and rebellion. The one thing he stand up for is Darkness not being inherently evil.

Though he dislikes Killing, he's rather good at it.

He can be quite secretive, mistrusting.