Rogue

Kelwyn's page

49 posts. Alias of Billzabub.


Full Name

Kelwyn T'Alios

Race

Elf

Classes/Levels

Rogue 4 [HP 27/27 AC19 T14 FF15* CMD18 Init +4]

Gender

Male

Size

5'10" 155lbs

Alignment

Neutral Good

Strength 12
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 10
Charisma 14

About Kelwyn

hp 27 max (8/7/4/4+4fc)
AC 19 / touch 14 / flat-footed 15*
*uncanny dodge - can't be caught flatfooted

Fort +1 Will +1 Ref +8
(+2 v. enchantments, +1 v. traps)

Speed 30ft Initiative +4

load 47 lbs (light) w/ mwk backpack
(51-100 lbs medium, 101-150 heavy)
gold 179 gp 9 sp 0 cp

BAB +3 / CMB +4 / CMD 18

Attacks:
rapier +7 (+5 twf) 1d6+1, 18-20/x2
dagger +7 (+5 twf) 1d4+1, 19-20/x2
shortbow +7, 1d6, x3, range 60'

Class Features:
Sneak Attack +2d6; Trapfinding; Evasion;
Rogue Talent (Finesse Rogue); Trapsense +1;
Rogue Talent (Combat Trick: Combat Expertise);
Uncanny Dodge

Racial Abilities:
+2 racial saving thrown against enchantment effects;
immunity to magic sleep; low light vision;
Shoal Dream (+4 insight bonus on d20 1/day)

Feats:
Stealthy; Two Weapon Fighting

Traits:
(racial sub) Urbanite: +2 sense motive & diplomacy
(Ptolus PG) Messenger: special contact
Anatomist: +1 to confirm crits

Skills:
+11 acrobatics 4d/4r/3
(+15 w/ Belt of Tumbling)
+2 appraise 2i
+9 bluff 2c/4r/3
+10 climb 1s/4r/3/2 kit
+2 craft 2i
+11 diplomacy 2c/4r/3/2t
+15 disable device 4d/4r/3/2tf/2mwk
+2 disguise 2c
+13 escape artist 4d/4r/3/2feat
+4 fly 4d
+0 heal
+2 intimidate 2c
+9 know (local) 2i/4r/3
+9 perception 0w/4r/3/2 elf
(+11 when looking for traps)
+2 perform 2c
+4 ride 4d
+9 sense motive 0w/4r/3/2t
+18 stealth 4d/4r/3/2feat/5cloak
+0 survival
+1 swim 1s

Equipment:
Cloak of Elvenkind, Belt of Tumbling, +1 mithral chain shirt
rapier, 2 daggers, short bow & 20 arrows, belt pouch, harrow deck, mwk thieves tools
mwk backpack containing: flask, waterskin, whetstone, flint & steel, ink, pen, sealing wax, parchment, journal, climbing kit, 50' silken rope & grappling hook

Languages:
Common, Elven, Litorian, Draconic

Description:
Kelwyn's first impression is that of a well polished and put together young man in the human equivalent of his late twenties. His hair is usually pulled back in a deliberate effort to accent his elven ears and features. He wears well maintained clothes with intricate elvish designs, polished boots and a finely crafted brooch holding his cloak. In general, everything Kelwyn does is well though out - including how he dresses. Although he has a few choice items and impeccably maintains his clothes, it is all done so as to allow him to interact with a wide range of people, from the common worker in the typical pub, to members of royalty and society.

As a person, Keliwyn is very friendly and seemingly forthright. He is always sympathetic and willing to listen to people's opinions and problems, even if only calculated so as to gain their trust. He is, quite often, the smiling, happy guy in the pub willing to buy drinks for complete strangers, quick with a pat on the back, and willing to help those in need.

Background:
While it is unknown by most people, Kelwyn is employed as a problem solver and jack of all by the elves of Iridithil’s Home, an elvish sanctuary. Kelwyn likes moving behind the scenes, gathering information, and generally keeping tabs on what's going on arounds the city and amongst its people, and sometimes taking on more serious work that involves the use of his myriad of skills. Depending on one's inclination, Keliwyn could be considered a man about town, a dashing rogue, an intelligence officer, or spy.

Notes:
Shoal Dream: Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an augury spell or as complex as a crucial clue concerning the character's destiny.

Belt of Tumbling: The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space, at half speed, without provoking an AoO.

Dice:

[dice=Init]1d20 + 4[/dice]

[dice=Fort Save]1d20 + 1[/dice]
[dice=Ref Save]1d20 + 8[/dice]
[dice=Will Save]1d20 + 1[/dice]

Rapier [dice=Attack]1d20+7[/dice] [dice=Damage]1d6+1[/dice]
Sneak Attack [dice=Damage]2d6[/dice]
Dagger [dice=Attack]1d20+7[/dice] [dice=Damage]1d4+1[/dice]
TWF Rapier [dice=Attack]1d20+5[/dice] [dice=Damage]1d6+1[/dice]
TWF Dagger [dice=Attack]1d20+5[/dice] [dice=Damage]1d4[/dice]
Shortbow [dice=Attack]1d20+7[/dice] [dice=Damage]1d6[/dice]

[dice=Acrobatics]1d20+11[/dice]
[dice=Acrobatics]1d20+15[/dice]
(+15 w/ Belt of Tumbling)
[dice=Bluff]1d20+9[/dice]
[dice=Climb]1d20+10[/dice]
[dice=Diplomacy]1d20+11[/dice]
[dice=Disable Device]1d20+15[/dice]
[dice=Escape Artist]1d20+13[/dice]
[dice=Know (local)]1d20+9[/dice]
[dice=Perception]1d20+9[/dice]
[dice=Perception]1d20+11[/dice]
(looking for traps)
[dice=Sense Motive]1d20+9[/dice]
[dice=Stealth]1d20+18[/dice]