Damiel

Othniel Laurentius's page

346 posts. Alias of Ouachitonian.


Full Name

Othniel Laurentius

Race

Half-Elf

Classes/Levels

Unchained Rogue 6 HP 38/45; Init +5; low-light vision; Perception +12, Fort +5, Ref +11, Will +3; +2 vs. enchantments, AC 23, T 17, FF 16 (+5 Dex, +1 dodge, +6 Armor, +1 Shield)

Gender

Male

Size

Medium

Age

22

Alignment

Neutral Evil

Deity

Nethys

Location

The River Kingdoms

Languages

Common, Draconic, Elven, Sylvan

Occupation

Thief, Mercenary, Frontiersman

Strength 8
Dexterity 21
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About Othniel Laurentius

Crunch:

Spoiler:

Elf Othniel
Half-elf unchained rogue 6 (Pathfinder Unchained 20)
NE Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +12
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Defense
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AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 dodge, +1 shield)
hp 45 (6d8+12)
Fort +5, Ref +11, Will +3; +2 vs. enchantments
Defensive Abilities danger sense +2, evasion, uncanny dodge; Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 aldori dueling sword +8 (1d8+6/19-20 plus 3d6 sneak attack) or
+1 aldori dueling sword +8 (1d8+3/19-20 plus 3d6 sneak attack) or
+1 short sword +10 (1d6/19-20 plus 3d6 sneak attack)
Special Attacks sneak attack (unchained) +3d6
Rogue (Unchained) Spell-Like Abilities (CL 6th; concentration +6)
At will—minor magic
3/day—major magic
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Statistics
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Str 8, Dex 21, Con 14, Int 14, Wis 10, Cha 10
Base Atk +4; CMB +3; CMD 19
Feats Combat Reflexes, Dodge, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits frontier-forged (any frontier area), sword scion
Skills Acrobatics +16 (+12 to jump), Appraise +6, Bluff +5, Climb +0, Diplomacy +5, Disable Device +14, Disguise +5, Escape Artist +7, Heal +1, Intimidate +5, Knowledge (arcana) +4, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +9, Knowledge (nature) +4, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +12, Sense Motive +5, Sleight of Hand +6, Stealth +7, Survival +2 (+3 to get along in the wild), Swim +0, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, rogue talents (bonus feat, combat trick, major magic, minor magic), trapfinding +3
Combat Gear quick runner's shirt[UE]; Other Gear +2 chain shirt, +1 aldori dueling sword[ISWG], +1 aldori dueling sword[ISWG], +1 short sword, apprentice's cheating gloves[UE], boots of elvenkind, cloak of resistance +1, belt pouch, thieves' tools, heavy horse, backpack, bedroll, bit and bridle, blanket, caltrops, chalk, feed (per day), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, piton, pot, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 2,205 gp, 9 sp, 7 cp
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Special Abilities
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Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Major Magic (Mage Armor, 3/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Acid Splash, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Fluff:

Spoiler:

Othniel was born a descendant of Chelaxian nobility who had fled the nascent realm of Galt ahead of the Gray Gardeners. Eventually, they settled in Restov. Young Othniel knew no other life, but was nonetheless raised on tales of the ancient glories of his house by embittered relatives who had lost all they once held dear. Such tales kindled an insatiable thirst for knowledge and power in the young half-elf. Knowledge, to know more of the glorious past. Power, to reclaim those ancient glories and take vengeance on those responsible for his house's fall. Othniel tried to gain entry into the ranks of the Aldori Swordlords, but was rebuffed. A mix of prejudices, against elves, against foreigners, against commoners combined to keep him out. The rejection humiliated him. That he was in truth none of these things, but only perceived as them because of his family's circumstances enraged him, and he added the Swordlords to those he would take vengeance upon. He turned to schools of wizardry, hoping to dabble in the arcane arts which, as a follower of Nethys, he had long revered. There too, he was rejected, unable to provide the steep fees, and without the connections needed to arrange deferred payment, he quickly found himself out on the streets again with little to show but a basic understanding of a few techniques. He was able to find acceptance in Restov, but only with the local Thieves' Guild. He put his talents to great use there, and learned ways to turn the tables on his enemies in the halls of power. How to take the things they valued, how to expose their secrets, and so on. These were talents he would come to depend on, but the fact that he had to resort to such only made him more resentful. Frustrated, he made his way into the stolen lands, where he has lived for years, away from civilization, studying what books he can acquire, practicing the few magical techniques he has any real skill at, and honing his skill with the Aldori blade he pilfered from a Swordlord.