Celeste

Idril Silverleaf's page

24 posts. Alias of Zachary Wydawski.


About Idril Silverleaf

Ildril Silverleaf:

4th Unchained Rogue (Scout/Survivalist)/3rd Slayer

Chaotic Neutral Medium Humanoid (Human, Elf)

Senses: Low-Light Vision

Initiative: +6 [+6 DEX]

AC: 22 [+5 Armor, +6 DEX, +1 Deflection]
Touch: 17; Flat-footed: 16

HP: 76

Fortitude
[+4 Base, +1 Resistance, +1 Trait, +1 CON]= +7
Reflex
[+7 Base, +1 Resistance, +6 DEX]= +14
Will
[+2 Base, +1 Trait, +2 Misc, +1 Resistance, +1 WIS]= +7
+2 racial saving throw bonus against enchantment spells and effects

Evasion (Ex)
[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.]

Immune: Magic Sleep effects

Speed: 30ft

Attack(s):

+1 Cold Iron Elven Curve Blade
+14/+9 melee (1d10+10/18-20x2)

Masterwork Dagger
+13/+8 melee (1d4+2/19-20x2)

+1 Adaptive Composite Longbow
+13/+8 ranged (1d8+3/20x3) Range: 110ft

Special Attack(s)
Sneak Attack (+3d6) (Ex)

Scout’s Charge (Ex)
[Whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.]

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).]

Debilitating Injury (Ex)
[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.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue.

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.]

BAB: +6
CMB: +8 [+6 BAB, +2 STR]
CMD: 25 [+6 BAB, +1 Deflection, +6 DEX, +2 STR]

Skills

Acrobatics
[3 Ranks, +6 DEX, +3 Class]= +12

Bluff
[7 Ranks, +0 CHA, +3 Class]= +10

Climb
[2 Ranks, +2 STR, +3 Class]= +7

Disable Device
[7 Ranks, +6 DEX, +3 Class, +2 Circumstance]= +18

Heal
[3 Ranks, +1 WIS, +3 Class]= +7

Knowledge(dungeoneering)
[1 Rank, +1 INT, +3 Class]= +5

Knowledge(local)
[1 Rank, +1 INT, +3 Class]= +5

Knowledge(geography)
[1 Rank, +1 INT, +3 Class]= +5

Knowledge(nature)
[1 Rank, +1 INT]= +2

Perception
[7 Ranks, +1 WIS, +3 Class, +2 Racial]= +13

Profession(trapper)
[1 Rank, +1 WIS, +3 Class]= +6

Sense Motive
[7 Ranks, +1 WIS, +3 Class]= +11

Stealth
[7 Ranks, +6 DEX, +3 Class]= +16

Survival
[7 Ranks, +1 WIS, +3 Class]= +11

Swim
[2 Ranks, +2 STR, +3 Class]= +7

+1bonus to Survival skill checks made to follow tracks
Languages: Common, Elven, Sylvan

Feats
Exotic Weapon Proficiency (Elven Curve Blade), Weapon Finesse, Precise Shot, Extra Rogue Talent, Weapon Focus (Elven Curve Blade), Iron Will, Quickdraw

Traits
Resilient(Combat)
[You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.]

Indomitable Faith(Faith)
[You gain a +1 trait bonus on Will saves.]

Special Qualities

Ancestral Arms(Ex)
[Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level.]

Multitalented(Ex)(Rogue/Slayer)
[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.]

Favored Class Bonus(+7 HP)

Elven Immunities(Ex)
[Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.]

Hardy(Ex)
[A survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.]

Track(Ex)
[A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.]

Finesse Training(Ex)(Elven Curve Blade)
[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.]

Slayer Talent(Ranger Combat Style: Archery)(Ex)

Rogue Talent(Fast Stealth)(Ex)
[This ability allows a rogue to move at full speed using the Stealth skill without penalty.]

Rogue Talent(Minor Magic)(Sp)
[A rogue with this talent gains the ability to cast Light. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.]

Rogue Talent(Major Magic)(Sp)
[A rogue with this talent gains the ability to cast Vanish once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.]

Spell-Like Abilities(CL 4th)
At-Will – Light
1/Day – Endure Elements
2/Day - Vanish

Equipment

+1 Cold Iron Elven Curve Blade

Masterwork Dagger

+1 Adaptive Composite Longbow

Efficient Quiver
-(x10) Adamantine Arrow (durable)
-(x10) Cold Iron Arrow (durable)
-(x10) Alchemical Silver Arrow (durable)
-(x4) Sleep Arrow
[This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (the same amount as it would deal lethal damage) and forces the target to make a successful DC 11 Will save or fall asleep.]

+1 Mithral Chain Shirt

Belt of Incredible Dexterity(+2)

Ring of Protection(+1)

Cloak of Resistance(+1)

Handy Haversack
[It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.]
[Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.]
-Waterskin
-Rope (spider's silk, 50 ft.)
-Grappling Hook
-(x4) Piton
-Blanket
-Hammer
-(x2)Elixir of Vision
[Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).]
-(x2)Elixir of Hiding
[A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).]
-(x2) Potion of Cure Moderate Wounds(CL 3rd)
-Masterwork Thieves’ Tools
-(x4) Trail Rations
-Flint & Steel
-Mess Kit
-(x90) Gold
-(x5) Silver

Backround:

Idril was raised within the Verduran Forest, living a semi-nomadic lifestyle with her father Rhyn, an elven hunter. Her mother was a human woman named Anna whom her father met in the town of Bellis during a trip to sell furs.

Idril never met her mother, for she died during childbirth, but her father would often tell her stories of meeting Anna while the two traversed the forest.

During a trip to Bellis her father took on a bounty for the Lumber Consortium to clear out some troublesome Mites from a nearby lumber encampment. The pair headed out of town and eventually found the now abandoned work site.

After searching the site they picked up the trail of the mites and strange tracks; her father said were that of giant spiders and perhaps a trio of mites. They followed the tracks into the forest to a small hill covered in moss, on the side of which was a earthen cave.

Idril took up position with her longbow behind a copse of trees, while her father advanced on the mound. A mite walked out of the cave and gave a shriek up seeing Rhyn, whom quickly slashed the creature with his cold iron longsword, cutting it's cries short.

Idril smiled to herself for a moment before spotting a pair of mites riding spiders coming over the far side of the mound. She loosed an arrow, scoring a hit and knocking the mite to the ground of it's mount. The other mite came down hard upon Rhyn, drawing blood on it's spear, while the spider bite down savagely upon her father's leg.

Idril dashed out from behind the trees discarding the bow and drawing her curve blade, as she intercepted the riderless spider. Her blade bit deep as she sliced it's abdomen; spilling ichor across the ground as the creature cried out and convulsed in its death throes.

The pair quickly dispatched the remaining mite and spider. Idril moved quickly to her father whose leg had begun to look sickly. She propped her father against a nearby tree and told him to rest while she finished the job.

She griped her curve blade and made for the cave entrance. Being cautious to look for crude traps before entering. Idril deftly disarmed a simple tripwire and quietly moved into the cave. Inside was a pile of equipment, she presumed to belong to the lumber camp, and a pair of mites cowering in the corner.

Idril advanced upon the wretched creatures. She had been taught better than to show mercy to wretched creatures such as these. With little thought to the pleas she cut them down and by the end of the day she and her father had arrived back in Bellis.