Clanartus Viliras

Julian "Knives" Veartoll's page

168 posts. Alias of The Emerald Duke.


Full Name

Julian "Knives" Veartoll

Race

Elf

Classes/Levels

Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Gender

Male

Size

Medium

Age

115

Alignment

CN

Deity

Besmara

Location

The Jenivere, (Stowaway)

Languages

Common, Elven, Aquan, Gnome, Sylvan, Polyglot

Occupation

Sailor/Pirate

Strength 13
Dexterity 17
Constitution 10
Intelligence 16
Wisdom 13
Charisma 14

About Julian "Knives" Veartoll

Physical Description:

Height: 5'8"
Weight: 130 lb
Eyes: Hazel
Hair Color & Length: Black, shoulder blade length
Facial Hair: none
Skin Color: Tanned but golden
Other Features: Constantly wears mask over most of his face.

Skills:

  • Acrobatics (Bonus = 7)
  • Appraise (Bonus = 7)
  • Diplomacy (Bonus = 6)
  • Disable Device (Bonus = 7)
  • Knowledge: Local (Bonus = 7)
  • Linguistics (Bonus = 7)
  • Perception (Bonus = 7)
  • Profession: Sailor (Bonus = 5)
  • Sleight of Hand (Bonus = 7)
  • Stealth (Bonus = 8)
  • Swim (Bonus = 9)


Feats:

Weapon and Armor Proficiencies: Proficient with all simple weapons, the trident, longspear, net, hand crossbow, rapier, sab, shortbow, short sword, and sword cane. Proficient with all light armors, but no shields.
Dodge: You gain a +1 dodge bonus to your AC due to combat training. Conditions that negate your DEX bonus also negate this dodge bonus.
Weapon Focus (Cane Sword): Gain a +1 bonus to attack rolls using the chosen weapon (cane sword). Gained from Rogue Talent: Weapon Training.

Traits:

Forlorn: Gain a +1 to Fort saves due to having been raised outside of Elven society. The world is a cruel, harsh place to live.
Stowaway: Gain a +1 trait bonus on Stealth checks and Survival checks to find food. Stowed away on the Jenivere to escape high ranking port official's retribution.

Race Specific:

+2 DEX, +2 INT, -2 CON: Elves are nimble in mind and body, but have a frail form.
Medium: Elves are medium creatures and receive no bonuses or penalties due to size.
Normal Speed: Elves have a base speed of 30 FT.
Low-Light Vision: Elves can see twice as far as humans in dim light conditions.
Spirit of the Waters: Some elves have adapted to life in tune with the sea. They gain a +4 racial bonus on Swim checks, may always take a 10 while swimming, may take Aquan as a bonus language, and are proficient with the longspear, trident, and net. (This racial trait replaces the normal traits of Elven Magic and Weapon Familiarity.)
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Languages: Elves begin play speaking Common and Elven. Those with high INT scores can chose bonus languages from: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Class Specific:

Sneak Attack: Any time the rogue deals damage to a target he is flanking or that is denied it's DEX bonus (regardless of whether or not it actually has one) he deals extra damage. This starts at 1d6 and increases by 1d6 every two levels. If using a weapon that deals nonlethal damage, this damage may also be nonlethal, but if the weapon normally deals lethal damage the bonus damage must be lethal as well. Must be able to see target well enough to pick out a vital spot, this cannot be used against concealed creatures.
Martial Training: At 1st level, the swashbuckler may select one martial weapon (sword cane) to add to his list of weapon proficiencies. In addition, may take the Combat Trick rogue talent twice. (This replaces Trapfinding.)
Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.
Weapon Training: Selecting this rogue talent gives the rogue Weapon Focus as a bonus feat.

Random Crunch:

Hit Points: 9
Hit Dice: 1d8
Armor Class: 17
Touch Armor Class: 15
Flat-Footed Armor Class: 12
Saving Throws:
Fortitude: 1
Reflex: 5
Will: 1
Initiative Bonus: +3
Base Attack Bonus: +0
MAB: +1
RAB: +3
CMB: 1
CMD: 14
Spell Resistance: 0
Speed:
Base Speed: 30 ft
Encumbered Speed: 20 ft
Lift/Push:
Light Load: 50 lbs or less
Medium Load: 51 lb - 100 lb
Heavy Load: 101 lb - 150 lb
Lift Over Head: 150 lb or less
Lift Off Ground: 300 lb or less
Drag or Push: 750 lb or less
Experience Points: 0

Items Equiped:

Armor
Studded Leather: AC Bonus: +3; Max DEX: +5; AC Penalty: -1; Arcane Spell Failure: 15%; Speed: 30 ft; Weight: 20 lb; Special: Natural brown in color, this armor allows for both mobility and a degree of stealth.
Weapon
Sword Cane: DMG: 1d6; Crit: x2; Type: P; Weight: 4 lb; Special: Draw blade as a swift action (free if you have Quick Draw feat); Perception DC of 20 to determine hidden blade (10 if allowed to hold it); Weapon Finesse feat may apply to the weapon, may not wield two handed for extra strength damage.
Net: DMG: N/A; Range: 10 ft; Weight: 6 lb; Special: See Description
Dagger (14): DMG: 1d4; Crit: 19-20/x2; Type: P or S; Range: 10 ft; Weight 1 lb (each); Special: Provides +2 bonus to Sleight of Hand checks made to hide on your person.
Alchemist's Fire (4): DMG: 1d6; Crit: x2; Type: Fire; Range: 10 ft; Weight: 1 lb (each); Special: Splash.
Other
Explorer's Outfit: Weight: 8 lb; Special: This set of clothes is suited for his life at sea, including black cloak, jaunty hat, billowy tan sleaves (perfect for hiding his wrist sheaths), and thick brown leather boots.
Mask: Weight: 1 lb; Special: This simple cloth mask has a skull drawn on it, covering the face from the forehead to just below the nose.
Wrist Sheaths: Weight: 1 lb (each); Strapped to forearm and concealed under your sleave, can hold one forearm length item, such as a dagger. May draw item as a move action, and provides a +2 bonus to Sleight of Hand checks made to oppose Perception rolls on discovering their contents.
Bandolier: Weight: negligable; Special: Holds up to eight objects the size of a flask or small dagger, retrievable by using a move action.

Items Owned:

Name*****Weight*****Value
Studded Leather Armor*****20 lb*****25 GP
Sword Cane*****4 lb*****45 GP
Net*****6 lb*****20 GP
Dagger (14)*****1 lb (14 lb)*****2 GP (28 GP)
Alchemist's Fire (4)*****1 lb (4 lb)*****20 GP (80 GP)
Rogue's Kit*****37 lb*****50 GP
Explorer's Outfit*****8 lb*****10 GP
Mask*****1 lb*****5 sp
Wrist Sheath (2)*****1 lb (2 lb)*****1 GP (2 GP)
Bandolier*****n/a*****5 SP
Total Weight & Value: 96 lb / 261 gp

Wealth:
0 PP 39 GP 0 SP 0 CP

Background:

Julian has spent the last 10 years serving on board the Besmara's Fury out of Hell Harbor. The last three were as First Mate. In recent months, however, the captain has fallen ill and it was looking like Knives would be taking over as captain. The second mate, however, had other plans. While they were in port in Quent, she and her cohorts killed the captain and attempted to kill Julian as well. He managed to escape the attack, but he was wounded and poisoned. To escape, he snuck on board the Jenivere in an attempt to get to Port Peril. The poisons, however, kept him paralyzed and unconscious well past them pulling into and out of Port Peril. The first mate on board had found him and helped him to heal, keeping him hidden from the rest of the crew and passengers. Knives hopes to ride the ship back to Port Peril on the return journey and take back his ship.