Kwava

Rellios's page

422 posts. Alias of Alex Martin.


Full Name

Rellios Trevelan

Classes/Levels

Male Elven Rogue/Fighter (1/1)

Size

6' 1", 120lbs

Age

129

Alignment

CG

Location

Saltmarsh

Languages

Common, Elven, Draconic

Occupation

Rogue Swordsman

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 12
Charisma 12

About Rellios

Background:

Rellios would probably be considered a forlorn elf. He has spent the last 50 years or so of his life being something of a family "member" to the Trevelan family of Olfden in Andoran.

He was found wandering near the Arthfell by an adventuring band exploring some ruins in the Norgortha Peaks - a young elven amnesiac. A swordsman in the band named Gareth Trevelan decided to take the elf in and raised him alongside his own son. Initially, Rellios immaturity made him not different than a typical teenager. But as the son grew, the elf changed more slowly and had rough times fitting in with his new kin. A tendency for thievery was leading him to ill-fortune with the residents of the town.

But the Trevelans were teachers by profession - in sword training. Although their intended clients were wealthy noble's or merchant's children, Gareth decided teach Rellios swordplay. Despite some initial frustration and confusion for the old man, the elf took to the lessons well and earned both the art of the blade and a maturity in his own talent for it. Herath, Gareth's son, eventually took on the role of teacher and comrade, with his own sons learning with Rellios as the years waned on.

Rellios became a master at two-blades; and eventually grew to be a respected teacher as well. He still kept practice with his youthful penchant for thievery; if only to remind himself of where his path could have lead. Still, answers to his past were few, and wanderlust still filled him from time to time. A chance to travel came in the form of new set students - who were to come from Ostenso to train at the school. Rellios and one of Herath's sons were to go there and retrieve these boys. Despite the politics of Cheliax, the message and money seemed earnest enough.

When they arrived in Ostenso, the students couldn't be found. Worse - he awoke the day after their arrival to have Herath's son missing and city guard calling for Rellios' apprehension. His only clue as to what had happened was a blood stained note from Herath's son saying, "...help in Saltmarsh..." Having little else to go on, he worked to evade the guardsmen and made his through the wilderness to Saltmarsh.

After all the Trevelans have done for him, he comes to Saltmarsh looking for either the missing son or answers to his whereabouts and hopefully clearing his name. He knows little of Saltmarsh - having heard that it is a fringe town, bearing little of the high-mindedness of the other major cities of Andoran. He enters the city alone, but looking for help and answers...

Appearance: Tall and slim, Rellios bears an agile stance and mischievous grin. White, glossy hair and sky-blue eyes add to a distant, focused demeanor at times.

Rellios Trevelan

Elven Male
Rogue 1/Fighter 1
CG Medium Humanoid (Elf)

2,000 XP

Perception +8
Initiative +3

--------------------
DEFENSE
--------------------
AC 16; Touch 13; Flat-Footed 13 {Studded Leather 3AC, Dex Bonus}

HP 18

Fort +4; Ref +5; Will +1
{+2 Save vs Enchantment Spell/Effects - Racial}

--------------------
OFFENSE
--------------------
Spd 30 ft.

Melee - (2) Rapier +0 (Dual-Wield) (1d6+2/1d6+1 - crit 18-20/x2)
Melee - Rapier +2/Short Sword +2 (Dual-Wield) (1d6+2/1d6+1 - crit 18-20/x2)
Melee - Rapier +4 (Single) (1d6+2,crit 18-20/x2)
Melee - Short Sword +4 (Single) (1d6+2,crit 19-20/x2)
Melee - Dagger +4 (Single) (1d4+2,crit 19-20/x2)

Ranged - Shortbow +3 (1d6, x3)

{+1d6 on sneak attack}
{+1 with bladed weapon on AOO}

--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 12, Cha 12

Base Atk +1; CMB +3; CMD +16

EXP: 2,000

Feats:Two-Weapon Fighting; Weapon Finesse

Traits: Fencer, Forlorn

Languages:Common, Elven, Draconic

Skills:

Acrobatics +6*
Appraise +1
Bluff +5
Climb +5*
Craft (weapons) +5
Diplomacy +1
Disable Device +3*
Disguise +1
Escape Artist +2*
Fly +2*
Handle Animal +1
Intimidate +5
Knowledge (Dungeoneering) +1
Knowledge (Engineering) +1
Knowledge (Local) +1
Heal +2
Knowledge (Arcana), (Geography), (History), (Nature), (Nobility), (Planes), (Religion): +1
Linguistics +1
Perception +8 {+9 vs. traps}
Profession (Tutor/Teacher) +1
Perform +1
Ride +2*
Sense Motive +5
Sleight of Hand +2*
Spellcraft +3
Survival +5
Swim +5*
Stealth +6*
Use Magic Device +1

Combat Gear Arrows (30), Shortbow, Rapier (2); Short Sword; Dagger(2); Studded Leather Armor

Other Gear Explorer's Outfit; Backpack, Beltpouch, Wine/Wineskin, Rations (4); Blanket; Caltrops (2); Flint & Steel; Oil Flask (5); Wetstone; Sunrod (3); Acid Flask; 25 gp

--------------------
SPECIAL ABILITIES
--------------------

Elf Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

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

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.

Fighter:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

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. 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.

Rogue:

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.

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.

Feats:

Two-Weapon Fighting
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits:

Fencer - You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

Forlorn - Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.