Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
Common, Elven, Thieves Cant
Male Elf Unchained Rogue/3 (Thug)
CN Medium Humanoid (Elf)
Init +8; Senses Perception +6, low-light vision
AC 18 (+3 armor, +1 shield, +4 dex)
hp 23 (3d8+3)
Fort +1, Ref +6, Will +1; +2 hardiness vs enchantments Defensive Abilities: evasion, DR/1 vs bludgeoning (trait bonus), numb to the madness (see below)
Melee mwk rapier +7 (1d6+4/18-20), unarmed strike +6 (1d3+2 nonlethal)
Ranged acid splash +6 touch (1d3)
Special Attacks: sneak attack +2d6, brutal beating, finesse training (rapier)
Rogue Spell Like Abilities (CL 2nd; Concentration +4):
at will - acid splash
Str 10, Dex 18, Con 12, Int 13, Wis 12, Cha 12
Base Atk +2; CMB: +2 (+2 disarm), CMD: 16
Feats Combat Expertise, Weapon Finesse (B), Run (B), Improved Disarm
Traits: bloody fists (player's guide to freeport), warrior of old
Skills: Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
SQ: weapon familiarity, frightening, alternate favored class bonus, fleet of foot and silent runner racial traits, finesse training, lay of the land, elven favored class bonus
GEAR Combat Gear:oil of magic weapon, potion of cure light wounds, feather token (anchor), caltrops (2) (3) Other Gear: darkwood buckler, masterwork rapier, masterwork studded leather, masterwork thieves tools, full wineskin, harp, wooden holy symbol of calistria, The Book of Joy (illustrated), loaded dice, dice, cards, sack, bandolier containing combat gear
Carrying Capacity 33/66/100
BACKSTORY Concept: Bitter, jaded elf drinking to forget 120 years.
Personality: Armed with a tongue more caustic than a dracolisk's and a cruel streak to match, Iscarel is slow to make friends. Openly disdainful of the sailors and cutthroats he surrounds himself with, the elf seems to have no desire for a better life, content to gamble, sing, or otherwise swindle for his meals, and waste away his evenings overindulging on wine, those that know Iscarel well might notice a deep melancholy behind his devil-may-care facade, although few would care to endure him for that long.
Freeport Native background trait:
Lay of the Land: you know the ins and outs of the chaotic sprawling city that is Freeport, both the political ebb and flow as well as the mire of alleys and sidestreets. If anyone's in need of something... you'll at least have an inkling of where to start looking.
Intended to essentially work as free Knowledge (Local) specific to Freeport. Will enable you to find your way, as well as serve as a DM drip feed for city specific information.
Numb to the Madness: simmering underneath the veneer of Freeports streets is a cesspool of the unfathomable that needs but a lancet to pierce it and unleash it's festering taint. While you're not inured to it... you'll have a better chance than most of swimming against the tide when it does come forth.
You're more resistant against insanity points getting immunity to Mild events, and getting a +2 on your Will save vs higher impact experiences.
A charmed life as a talented, handsome youth and one of the star recruits of Celwyvinian's elite ranger corps is but a distant memory, best bleared out by another flagon. Mere weeks before his contingent were to set out to battle drow and worse, the green dragon Razorhorn attacked. Seeing his brothers burnt alive in acid, Iscarel abandoned his post, and hasn't looked back since. Returning home would be a death sentance, and how could he look upon those half remembered faces in light of his failure?
Boarding a ship in Riddleport, Iscarel set out to learn about the human lands, and has found something unique to despise about each of them. Bitter and forlorn, he's stepped foot in every harbour from Absalom to Freeport, a flagon in one hand and a blade in the other. Trying to dull his desperate longing for home, or at least die in the attempt. His only concession on that front is a fine elven harp he keeps hidden among his posessions. Brawling, smuggling, and singing songs of better men have been enough to keep the elf from an honest living, and he has little else to his name but his wineskin and his wits.
Here, on the shores of Lilywhite, Iscarel's latest soujurn on the high seas has come to an end. His drunkenness and jabbing remarks having proved too much for his captain, Iscarel found himself unceremoniously thrown overboard as the ship weighed anchor.