Rogue

Rai Thydel's page

45 posts. Alias of G-Lightning.


Full Name

Rai Thydel

Race

Tower Elf:

stats:
HP: 38/55 AC: 14 T: 14 FF: 10, Combat Expertise, Perception +7, Sense Motive +5, +7(Social Hunch), Initiative: +3, F: +8 _ R: +4 _ W: +6 (+7 v fear or emo, +8 v ench) CMB: +7, CMD: 21, Speed: 30 ft.

Classes/Levels

skills:

Spoiler:
Acro +3, Appraise +5, Bluff +1, Climb +7, Craft (Un) +5, Craft (Weap) +9, Diplomacy +1, Diplomacy (Gather Info) +3, Disguise +1, Escape Art +3, Fly +3, Heal +2, Intimidate +12, Knowledge (Arcana) +13,

Gender

M skills 2:

Spoiler:
Knowledge (Dungeon) +13, (Planes) +9, Ling(Az) +6, Perception +7, Perform (Un) +1, Ride +7, Sense Motive +5, +7(Social Hunch), Spellcraft +13, (Identify) +15, Stealth +3, Survival +2, Swim +7, Use M Device +6

Size

6'0"

Age

153

Special Abilities

+1 to AC after completing a full attack w/ Aldori Dueling Sword (Defensive Parry), Use Int modifier for Intimidate (Bruising Intellect), +2 trait bonus to caster level as long as this bonus doesn't raise caster level above hit dice(Magical Knack)

Alignment

Chaotic Good

Deity

Acavna

Languages

Azlanti, Celestial, Common, Draconic, Elven, Goblin, Hallit, Orc, Sylvan

Strength 16
Dexterity 16
Constitution 14
Intelligence 23
Wisdom 15
Charisma 12

About Rai Thydel

Crunch:

RAI THYDEL
Male Elf (Tower Elf) magus 2 / fighter 3
CG medium humanoid (elf)
Init +3; Senses Low-Light Vision, Perception +7,
Languages Azlanti, Celestial, Common, Draconic, Elven, Goblin, Hallit, Orc, Sylvan
AC 14, touch 14, flat-footed 10, Combat Expertise
hp 55 (5HD)
Fort +8, Ref +4, Will +6, +1 Will vs. fear, +2 vs. enchantment spells and effects
Speed 30 ft. (6 squares)
Melee adamantine aldori dueling sword +10 (1d8+3/19-20)
Ranged composite longbow (+3) +7 (1d8+3/x3)
Melee aldori dueling sword +9 (1d8+3/19-20)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +4; CMB +7; CMD 21
Atk Options Combat Expertise,
Special Actions Spell Combat, Spellstrike,
Prepared Spells Prepared Spell List
Magus (CL 2nd):
1st - shield (DC ) , shocking grasp (2)
0th - detect magic , disrupt undead , ray of frost , spark (DC 16)
Abilities Str 16, Dex 16, Con 14, Int 23 (21 +2 axiomatic blessing), Wis 15, Cha 12
Special Qualities Arcane Focus, Arcane Pool (8/day), Armor Proficiency, Bonus Feats, Bonus Feats, Bonus Magus Arcana (2x), Bravery, Cantrips, Defensive Parry, Elven Immunities, Elven Magic, Exotic Weapon Proficiency (Aldori Dueling Sword), Low-Light Vision, Tower Elf, Urbanite, Weapon Proficiency, ,
Feats Arcane Strike, Combat Expertise, Dodge, Extra Arcane Pool, Spell Penetration, Toughness, Weapon Focus (Aldori Dueling Sword)
Skills Acrobatics +3, Appraise +6, Bluff +1, Climb +7, Craft (Untrained) +6, Craft (Weapons) +10, Diplomacy +1, Diplomacy (Gather Information) +3, Disguise +1, Escape Artist +3, Fly +3, Heal +2, Intimidate +13, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +14, Knowledge (Planes) +10, Linguistics(Azlanti) +7, Perception +7, Perform (Untrained) +1, Ride +7, Sense Motive +5, Sense Motive (Social Hunch) +7, Spellcraft +14, Spellcraft (Identify magic item) +16, Stealth +3, Survival +2, Swim +7, Use Magic Device +6,
Possessions adamantine aldori dueling sword; explorer's outfit; spellbook; Light Horse (Combat Trained) [ Barding, Leather; Saddlebags; Saddle, Military; ]; Saddlebags [ Composite Longbow (+3); Elven Trail Rations (x22); Rope, Silk (50 ft.) (x2); Aldori Dueling Sword; Whistling Arrows (20); Blunt Arrows (20); Waterskin (Dwarven Ale); ]; Composite Longbow (+3) [ Arrows (20); ]; Waterskin (Dwarven Ale)
Spellbook
0th - acid splash , arcane mark , dancing lights , daze (DC 16) , detect magic , disrupt undead , flare (DC 16) , ghost sound (DC 16) , light , mage hand , open/close (DC 16) , prestidigitation (DC 16) , ray of frost , read magic (DC ) , spark (DC 16) 1st - enlarge person (DC 17) , expeditious retreat (DC ) , grease (DC 17) , obscuring mist , ray of enfeeblement (DC 17) , shield (DC ) , shocking grasp , true strike (DC )
Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bonus Feats (Ex) The spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn't meet the prerequisites. The spire defender is not proficient with any kind of armor or shield. If he becomes proficient in light armor, he automatically gains the magus's ability to ignore the arcane spell failure chance of light armor.
Bonus Magus Arcana (2x) Magus: The magus gains 1/6 of a new magus arcana.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Defensive Parry (Ex) When you make a full attack with an Aldori dueling sword, you gains a +1 bonus to AC against melee attacks until the beginning of your next turn.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Exotic Weapon Proficiency (Aldori Dueling Sword) A spire defender is proficient with one exotic light or one-handed melee weapon that has the disarm or trip special feature.
Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Knack (Magus) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Magus gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Magus
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Tower Elf Some elven institutions of magical learning date back centuries, and entire clans of elves have lived for generations as caretakers, students, and instructors of these self-sufficient schools of wizardry. These elves have the arcane focus and urbanite alternate racial traits.
Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Weapon Proficiency A spire defender is proficient with all light and one-handed simple and martial weapons.

Description:
Rai is a rather imposing figure upon first sight of him, especially with the mask he wears while traveling. He is tall and broad shouldered, with some rather well-defined muscle to go with it, developed through years of training. However, when he does remove his mask, his face tells a different story. His gleaming blue eyes and gentle smile have a way of putting people at ease. Were it not for his pallid complexion, as all Spire elves have, and the scar over his left eye, he might even be considered handsome. One should not mistake gentleness in social nature for an even temperament, however; Rai is rather impulsive, and is always eager to test his skills in battle against a worthy adversary. All in all, this fiery redhead would make for a great ally against the constant tide of villainy that pervades through the Stolen Lands, and woe betide those on the business end of his blade. Social skills are not Rai's strong suit, and he often feels that he makes a fool of himself if he talks for too long, so he often errs on the side of speaking less. He is genuinely trying to be in good social standing with others, but being isolated in a very small and xenophobic community has stunted his ability to pick up on other people's customs and social cues. When you talk to him about something that he's interested in, however, he opens up like a well-worn book, and it's fairly hard to get him closed again. He is also rather concerned with concepts like honor, and is often enraged by cowardice, especially in a one-on-one fight. I don't know how to close this paragraph, since the initial one didn't have enough personality, apparently, so I'm just gonna leave it like this for now

Background:
Rai was born to Amarkeeri and Talia Thydell, masked elves of the Mordant Spire. From the outset, Rai stood out from the other inhabitants, due in large part to his fiery red hair and the general restlessness that characterized his demeanor. Luckily, those differences would earn him his first friend, Aerith Holaris. Aerith was fair haired and rather slender in his build, but no less ambitious and athletic than Rai. They grew close throughout the years, and eventually, their desire for change led the both of them to join the Veiled Lanterns, a secret group of elves who disagreed with the policies of the inner circle within the Spire's walls.

They call them the Listeners. Cloistered in the Mordant Spire, they listen to the spirit of the dead goddess, Acavna. They ignore the world outside, turn a blind eye to the plight of the living, and yet they are meant to guard against the end of this world. But She is not so blind… Rai had crept into the Spire's halls on behalf of the veiled lanterns to spy upon the Amaranthine Council, the highest order within the arcane walls. What he heard instead, however, turned out to be of even greater importance. She spoke to Rai, though he would not be deemed worthy enough to hear by most, as a mere Defender. She showed him a vision of a lost spire, far from the mists of the Steaming Sea. When he reported back to the Veiled Lanterns, they did not believe it, saying that he's either mad or making it up. When Rai implored them to set out a search of some sort, he was rebuffed by claims that the desertion of a large portion of them would raise too much suspicion. With this, Rai realized that he would have to embark on his own to find proof and make the Lanterns realize the gravity of the situation. So, under the guise of guarding an archaeologist as he went to study Azlanti ruins, as is the duty of a Defender, he left the Spire, leaving behind a sending stone he had made to Aerith, so that he could contact him once he had found his proof. Once he made sure the archaeologist had returned home safely, he set out on his quest in earnest.

His search led him to Brevoy, where he came to be a student at the Aldori Academy. Initially, he merely enrolled to gain access to ancient texts that could reveal the Lost Spire's whereabouts, but something about the philosophy of the Swordlord spoke to him. He learned in earnest the way of the sword, knowing it would benefit his quest. But not everyone appreciated his presence. Men must have rivals, and so too must Rai find his. Zachory Flynn saw fit to challenge him at every turn. He won many duels, before he faced Rai, and tried to overturn the verdict on the match by accusing him of cheating with his magic. Desperate and baseless as it was, Professor Kybastion Soren saw through this hollow attempt with discrediting Rai, as he was the one mediating the duel. But what Zachary lacks in scruples, he makes up for in tenacity; he would continue to challenge Rai throughout his enrollment, inevitably failing each time, despite his dirty tricks and empty pleas to the mediators of each duel. When Rai finally took his leave from the Academy, with the Stolen Lands now in his sights, Zachary, embittered by his losses, vowed that he would one day take him down and "expose him for the dishonorable fraud he really was."

Now Rai's quest calls him onward, but the wilds of these lands are perilous. He must find worthy companions if he is to find what he seeks without paying for it with his life.