About Loth DalveranStats:
===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)
OFFENSE
STATISTICS Str 8, Dex 19, Con 14, Int 14, Wis 12, Cha 12
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
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
Evasion
Danger Sense
Current Danger Sense bonus: +2. Debilitating Injury
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
Rogue's Edge
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
Powerful Sneak
Slow Reactions
Bleeding Attack
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.
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.
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. |