Halfling

Loth Dalveran's page

811 posts. Alias of Ralphrius.


Full Name

Loth Dalveran

Race

| HP:-4/46 | AC: 20 (14 Tch, 17 Fl) | CMB: 2, CMD: 15 | F: +5, R: +10, W: +4; +2 vs fear effects | Init: +4 | Perc: +11, Sense Motive +6 Stealth +15

Classes/Levels

| Speed 30ft | Sneak Attack 3d6 | Active conditions: STR damage 1 | Ammo: 12 arrows | Danger Sense +2

Gender

Male NG Halfling Unchained Rogue 6

About Loth Dalveran

Stats:
===Loth Dalveran===
Halfling Unchained Rogue 5
NG Small Humanoid
Init +4; Perception +10

===DEFENSE===

AC 20, Touch 15, Flat-footed 14, (+4 Armor, +4 Dex, +1 Size)
hp 46 (6d8+4+4);
Fort +5, Ref +10, Will +4;

OFFENSE
Speed 30 ft.
MeleeEnchanted +1 Small Shortsword +10 (+6 when two-weapon-fighting) (1d4+5/19-20 x2)
Silver Medium Dagger (treated as Small Shortsword) +9-1 (+5-1 when two-weapon-fighting) (1d4+4/19-20 x2, Dex to damage) (Penalty due to buckler)
Ranged Shortbow +8 (1d4/x3)
Space 5ft

STATISTICS

Str 8, Dex 19, Con 14, Int 14, Wis 12, Cha 12
Base Atk +4;
Feats Two-Weapon Fighting, Weapon Finesse, Extra Rogue Talent (x2)
Skills Acrobatics +13, Appraisal +6, Bluff +9, Climb +9, Diplomacy +8, Disable Device +13 (+15 using masterwork thieves' tools), Disguise +9, Escape Artist +11, Fly +5, Heal +1, Intimidate +1, Knowledge Local +9, Perception +11, Ride +3, Sense Motive +6, Sleight of Hand +12, Stealth +15, Swim -2, Use Magic Device +5
Traits Cheap to Feed, Fencer
Languages Common, Halfling, Elven, Dwarven
Combat Gear Studded Leather Armor, Buckler + 1, Shortbow, Dagger x4, Cool Dagger x1, Medium-sized Silver Dagger, Enchanted +1 Shortsword, Caltrops x2, Shoddy Alchemist's Fire x2 (2% chance of not working as intended)
Other Gear Masterwork Thieves' Tools, bedroll, belt pouch, caltrops, chalk x10, flint and steel, grappling hook, iron pot, mess kit, mirror, pitons x10, rope, soap, thieves' tools, torches x10, trail rations x5, waterskin
139 G 2 S

Class Features:

Finesse Training
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. The rogue can select a second weapon at 11th level and a third at 19th level.

Weapon chosen at Level 3: Shortsword. Also applies to medium-sized daggers as per GM fiat (Thanks GM)

Sneak Attack
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.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Current Sneak Attack damage: 2d6.

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.

Evasion
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 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.

Danger Sense
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. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Current Danger Sense bonus: +2.

Debilitating Injury
At 4th level, 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. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

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. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

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.

Uncanny Dodge
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Rogue's Edge
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Chosen skill: Disable Device

Rogue Talents:

Positioning Attack
Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Underhanded
A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).

Powerful Sneak
Whenever a rogue with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack.

Slow Reactions
Opponents damaged by your sneak attack can't make attacks of opportunity for 1 round.

Bleeding Attack
A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

Backstory:
Although it'd be a bit much to say that Loth was born with a silver spoon in his mouth, in his youth he certainly never wanted for anything. Loth was born the first son of Beregost and Sayel Dalveran as part of the family behind Magnimar's succesful Inner Sea Trade company.
Lilor Dalveran, Loth's grandfather and the family patriarch, was both adventurer and entrepreneur, and he would frequently set out on travels for gold and glory along with his close companions. Upon returning, he typically brought not only gold, but contracts and deals he made with businesses on the road, expanding his clientele and resources ever further. In Lilor's frequent absence, Beregost managed the day-to-day business of the company, and Loth was his apprentice, groomed by his family to one day take his father's place.

Then, about a year ago, disaster struck. While he was out on one of his adventures, one of Lilor's companions returned to Magnimar alone, mentally broken. Though hard to make sense of her ramblings, people managed to piece together her story: during a critical fight, Lilor completely vanished. In his absence, the enemy gained the upper hand, and all save one of the party met their end.
Lilor never came back to set the record straight, so rumours started growing that he betrayed his companions. And if he can't be trusted, surely the trade company wouldn't be much better, right? Surely his kin would be just the same, right? The family's reputation and clientele dwindled, and it became harder to get even. Eventually, the company bankrupted and Loth's family lost their home in the Silver Shore.

The events affected Loth. Once a friendly and enthusiastic youth, the last years have turned him cynical and wary. Though the family tried to make ends meet in Magnimar, Loth soon became convinced that the city was not theirs anymore, and they needed to find someplace new. A new start.
Then, as though through a miracle, the family recieves a letter from Sandpoint: an invitation to attend the Swallowtail Festival. With his family's blessing, he sets out for Sandpoint. He's cautiously hopeful: perhaps this could be a turning point.

Personality:
Loth used to be friendly, sociable and very driven to become a good heir to the family business. The disappearance of his grandfather and the resulting fallout hit him hard, however. On the surface, very little remains of Loth's bright personality, and he looks to the world with cynicism and frustration. That's not to say that personality is gone, however. In the company of people he trusts, his old personality shines through. It's just been a while since he last trusted anyone outside his family.

Goals:
Loth's current life goals are twofold. He wants to do his part in providing for his family, and dreams to uplift them from the rough circumstances they found themselves in. Perhaps even more than that, he wants to learn the truth of what happened with his grandfather. Did he betray his comrades? Did he vanish, only to die? Is he still out there?

More directly, Loth finds himself in Sandpoint as the result of one of the loose threads left by Inner Sea Trade: an invitation to the Swallowtail Festival as a representative of the company that supplied the construction effort. All of Varisia loathes the Dalveran name, but could Sandpoint be an exception? Could Sandpoint be a place for the family to start anew?


Relations:
Aside from himself, his missing grandfather Lilor and his parents Beregost and Sayel, the Dalveran family consists of three more: Loth's aunt Nente, and his two elder sisters Daena and Izith, all working for the family business until it folded. They all still live in Magnimar, eking out a meager existence the best they can, in spite of their newfound reputation as liars and cheats.
On the way to Sandpoint, Loth met a fellow traveler, Bumbo'kla S'agonnagin and his rainbow boar companion Toot. Though initially wary, Loth warmed up to the duo as they traveled together and came to enjoy their company.