Elvish Fighter

Rehil Ecraish's page

1,000 posts. Alias of therealthom.


Full Name

Rehl Ecraish

Race

Init +4 Percept 11+ SenseMotive +1

Classes/Levels

59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Gender

Male elf Rogue 3, Ranger 3, Mythic Trickster 1

About Rehil Ecraish

Rehil Ecraish

N Male, Elf Rogue 3, Ranger(Skirmisher) 4, Mythic Trickster 1

At first glance, Rehil is an unremarkable young elf. He is a little darker, and a bit bigger and better muscled than the average but otherwise unremarkable. His posture is erect and broad, but not stiff and when he moves he is as fluid as quicksilver on glass.

Currently his clothes show signs of wear and hard use. They are sweat-stained, mud spattered, and sun-faded. His leather armor is cracking in places where water soaking and abuse have stressed the leather.

Ability Scores and HP:
25 pt buy. Str 16 + 1 level (10) +2 Dex 16+2 racial (10) Con 14-2 racial (5) Int 8+2 racial (-2) Wis 12 (2) Ch 10 (+0)
4th level ability bonus to strength

2nd level HP roll + favored class bonus
3rd level HP roll (no favored class)
4th level HP roll
5th level HP roll + favored class
+4 Mythic Tier 1.
6th level HP roll
7th level HP roll

Strength 17
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

Initiative +4, Speed 30'
HP 59 Currently see header
Defense:
AC 20, touch 16, flat-footed 14 (+4 MW Chain Shirt, +4 Dex, +1 Dodge, +1 Mythic Dodge{+10})(+1 v Traps)
Saves- Fort +6 (+1+4+1Con) Reflex +11(+3+4+4dex) (+1 v Traps) (Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.) Will +3(+1+1+1wis) ( immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects.)

Attacks:(BAB +6/+1 , CMB +9 CMD 23 )

Elven curve blade:
1d10 18–20/×2 — 7 lbs. S —

Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven curve blade because of its flexible metal.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an elven curve blade that is sized for you, even though it isn't a light weapon. 1d10 18–20/×2 — 7 lbs Two Handed

MW Elven Curve Blade +11/+6 1d10+4 18–20/×2 (Two Handed) (Weap Focus)
Dagger : +9/+4, 1d4+3, 19-20 x2, 10'
Sap +9/+4, 1d6+3, ×2 2 lbs. B nonlethal
(+2 to hit and damage against reptilian humanoids)
(Sneak Attack +2d6)
Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

MW Composite Longbow (+2 Str): +10/+5 1d8+2, x3, 110' (14 normal arrows, 1 reptilian humanoid bane )
Dagger, thrown : +10/+5, 1d4+3, 19-20 x2, 10'
(Point Blank Shot +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)
((ACS) Rapid shot Two attacks at full attack bonus -2 )

Mythic Power Points 5 of 5 remaining (surge +d6, surprise strike, deadly dodge)

Skills:

Skill Ranks per Level: 3*(8 + Int modifier) + 4*(6 + Int. Mod) (48)

Acrobatics... 13 = 7 +4 D +3 class- 1 Armor
Climb......... 8 = 3 +3 S +3 Class - 1 Armor
Disable Device 8 = 2 +4 D +3 Class - 1 Armor
Escape Artist. 8 = 2 +4 D +3 Class - 1 Armor
Intimidate.... 5 = 2 +0 Ch +3 Class
Know (Local).. 4 = 1 +0 I +3 Class
Know (Dungeon) 4 = 1 +0 I +3 Class
Know (Nature). 4 = 1 +0 I +3 Class
Linguistics .. 4 = 1 +0 I +3 Class
Perception .. 13+ = 7 + 1 W +3 class +2 race (+ 1/2 rogue level v. traps)
Perform (Dance) 4 = 2 +0 Ch +3 Class - 1 Armor
Profession(canoeist)4 = 1 +0 I +3 Class
Ride __________ 7 = 1 +4 D +3 Class - 1 Armor
Sense Motive... 5 = 1 +1 W +3 Class
Sleight of Hand 7 = 1 +4 D +3 Class - 1 Armor
Stealth ..... 13 = 7 +4 D +3 Class - 1 Armor
Survival ..... 8 = 4 +1 W +3 Class (+ 1/2 ranger level to track)
Swim ......... 7 = 2 +3 S +3 Class - 1 armor
UMD .......... 5 = 2 +0 Ch +3 Class

Untrained:
Acrobatics 0 +4 D - Armor -- skilled
Appraise 0 +0 I
Bluff 0 +0 ch
Climb S -- skilled
Craft 0 +0 I
Diplomacy 0 +0 ch
Disguise 0 +0 ch
Escape Artist 0 +4 D - 0 Armor -- skilled
Heal 0 +1 w
Intimidate 0 +0 Ch
Perception 0 +1 w -- skilled
Ride 0 +4 D -- skilled
Sense Motive 0+1 w -- skilled
Spellcraft 0 +0 I
Stealth skilled D - 0 Armor -- skilled
Survival 0 +1 W - 0 Armor -- skilled
Swim -- skilled S -- skilled

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Languages- Common, Elven, Draconic(Linguistics)

Feats and Traits and Rogue Talents and Rangerness:

Traits:None

Feats:
1st Dodge
3rd Point Blank Shot
5th Power Attack
7th Weapon Focus (Elven Curve Blade)

Rogue Talents:
2nd Trap Spotter

Ranger stuff
Favored Enemy: Reptilian humanoids.
Archery Combat Style (ACS) Rapid Shot
Endurance
Favored Terrain: Jungle

Magic Equipment:
CLW potion (beltpouch)

- 1 masterwork weapon (Curve Blade upgrade)
- 10 +1 arrows
- 1 masterwork chain shirt ( AC +4, ACP -1)

- MW Composite Longbow (+2 Str)

- 1 potion of Cure Serious Wounds
- 1 oil of Repair Serious Damage
- 2 oils of Magic Weapon

Equipment:

Current Load: {Limits: 86 Light lbs. or less 173 Medium lbs. 260 Heavy lbs.}

Combat weight 51 ; Total Load 52

Arms:
Leather (AC+2 Max Dex+6 ACP 0 Spell Fail 10% Speed 30 ft. 15 lbs.)
elven curve blade
1 dagger
sap

Shortbow (gifted to Ashshar)
Quiver with 9 normal arrows, 10 (+1 arrows) and 1 arrow (lizardman-bane?) made of steel and fletched with narrow metal flanges carved with runes

Traveller's outfit

Pouch, belt
Tindertwig 5x
Thieves Tools

Cash: 1PP, 14 gp, 19 sp

Waterskin

Background:

Rehil was born to an unhappy woman who only ever wanted her son to regain her position in House Thuranni. His mother, Felhia of House Thuranni, was forced from a life of sybaritic comfort and tantalizing intrigue when she lost the trust of her Thuranni masters. She was reassigned to Regalport where they could keep an eye on her.

Rehil was the product of one of many casual liasions she carried on to distract her from the anger and frustration of her new life. With his birth she discovered a new purpose, for him to reenter the Thuranni service, gain renown and a high place within the House and so vindicate her being.

She pushed him hard from birth, to recreate in him the cunning courtesan and master spy that she had been. He took well enough to the physical training, but lacked the will, intelligence and charm to succeed at her more devious lessons. In these fields, despite incessant lessons and drilling, he was a constant disappointment to her, but he was half the pieces she had to play in the game she had set herself. So his childhood was a sad miasma of training, failure, and criticism. His favorite memories are of the times when she would reminisce about her previous high posting in which she ran a salon which attracted the intelligent, the rich, the influential, and the beautiful of a city whose location she kept deliberately vague.

Occasionally he could escape and found relieved freedom running the alleys and rooftops of the city. Paradoxically the training, especially the long fruitless sessions on social graces, charm, and discernment with which his mother consumed his time prevented him from developing his own abilities in these areas naturally. He could never spend enough time with anyone to truly make friends.

She had lost none of her beauty or talent, and used these to leverage him a minor position in Thuranni. The House tutors were less hard than his mother, less brilliant, but they still found him wanting. He impressed them with his physical abilities, but lacked the scheming, the social graces and the sharp-witted improvisation that marked the real power of the House. Rehil was marked as a minor operative of no importance.

When an operation went bad through no fault of his, Rehil and His teammates on the burglary squad became the scapegoats of the mission leader. They were all re-stationed to minor posts at minimal expense. Someday they might prove valuable again by uncovering information from a remote area or providing a base for other operations should the House become interested in their area.

Now Rehil finds himself under "deep cover" in Q'barra. He has no access to Thuranni assets; his only communication is through dead drops. He's been told a few pass phrases and countersigns so that he can recognize his handlers if they ever wish to meet him face to face, but he doesn't know who they are.

He is smart enough to realize he's being punished by this obscure posting. He resents it, and thinks about just quitting. He feels that Thuranni wouldn't notice. But some vague hope of recovering the House's favor remains, and feeds a fantasy of some day gaining his mother's approbation.

Other details:

??? years old

Mythic:
Trickster

Mythic Power (Su): A wellspring of power. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Mythic Surge: 1d6 added to any d20 roll after the roll is made. Cost 1 MP.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Deadly Dodge (Ex): As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker's reach. This reroll uses the same modifiers as the initial attack roll.

Mythic Dodge Feat: Gain a +1 dodge bonus and expend mythic power to gain a +10 dodge bonus against one attack

Elven Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution

Elves are Medium creatures and have no bonuses or penalties due to their size.Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: 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.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: 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.

Rogue Class Features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a 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.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Ranger Class Features:

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Rogue Class
Ranger Class

Experience= 15,047 after Mythic apotheosis 16,872 after Kalaktua

Notes:

Bokehn ... our initial House Tharashk employer, and Gatekeeper
Pooma ... chief of the friendly lizardfolk tribe
Portforged ... 137ben's first PC psionic warforged PC. Died at waterfall ambush.
Will and James_ex-companions. Cavalier-cleric and his dog.
Tal

Oula ... the nasty little Poisondusk shaman, croc rider
Jageela . another P-dusk shaman, rides a green-eyed blackscale (dead by party's hand)

Ygza .... Jag's 'black horse' blackscale (dead by party's hand)

Irret ... female Finback champion warrior (Dead by Zzej's hand)
Koouri ... Otto's Finback shaman (Dead by Zzej's hand)
Eshsheth . Otto's Finback jailer (Koouri's factotum)
Chief Ylyeshshi Ex-Finback chief (dead by party's hand)

Chief Zzej of the Skinwings and united tribes

Lizard Folk:
Blackscales -- the big bruisers
Poisondusk -- small archers
Cold Suns -- 'normal' lizardfolk

Cold Sun Tribes
River Serpents: Pooma's crew
Finbacks:
Skinwings:

First Finback Conference

Just after Portforged dies

dearthaireacha armais = comrades in arms, or some such, in elven

Da'Sheth -- the volcano holy site of lizardfolk where we failed to stop the despoiling troopers.

The vision in the Silver Flame
Back at Poomba's village after speaking to the Silver Flame.

The vision in Kalaktua's lair.

Action Points