Sorcerer

Rhangil Vesperin's page

33 posts. Alias of Darthrancor.


Full Name

Rhangil Vesperin

Race

| HP: 11/11 | AC: 17 (T: 15, F: 12) | CMB: +0, CMD: 15 | F: +4, R: +7, W: +3;+5 | Init: +8 | Perc: +5 DV 60 ft,

Classes/Levels

| Speed 30ft | Active conditions: None.

Gender

Male NG Grimspawn Tiefling Occultist//uRogue 1

Size

5' 10"

Age

70

Alignment

NG

Deity

Brigh

Location

Torch, Numeria

Languages

Common, Abyssal, Draconic, Dwarven, Elven, Infernal, Orc

Strength 10
Dexterity 18
Constitution 15
Intelligence 18
Wisdom 12
Charisma 10

About Rhangil Vesperin

---===Statistics===---:

Rhangil Vesperin
Male Grimspawn Tiefling Occultist//Unchained Rouge 1
N Medium Outsider (Native)
Init +8; Senses Perception +5
-------------------------------=DEFENSE=-------------------------------
AC: 17, Touch: 15, Flat-Footed: 12 (+2 armor, +5 dex, +0 shield,+0 NA,+0 Magic)
HP: 11 {+1d8,+2Con,+1Favored Class}
Fort: +4, {+2Base,+2Con}
Reflex: +7, {+2Base,+5Dex}
Will: +3;+5,{+2Base,+1Wis}; +2 v. emotion and fear effects
CMD 15 {+0 Base +0 Str +5 Dex +0 size +0 misc}
Resist: Fire 5, Cold 5 Electricity 5
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +0; {+0 Base +0Str +0 size +0 misc}
Base Atk: +0;
Melee:+0{+0Base,+0Str}
Ranged:+5{+0Base,+5Dex}

--Melee: Rapier +5 (1d6 18-20/x2)
Dagger +5 (1d4 19-20/x2)

--Ranged: Dagger+5 (1d4 19-20/x2) Range: 10 ft. Ammunition: 3

-------------------------------=STATISTICS=-------------------------------
Str: 10, Dex: 18(20 temp), Con: 15, Int: 18, Wis: 12, Cha: 10

-------------------------=Traits=----------------------
Skymetal Smith: The fires atop Torch Hill have long been
a boon to smiths and metalworkers, and your family is no
exception. Whether you grew up in Torch or simply made
several trips here with your parents to use the fire, this was
to be your first time to use the torch for your own project.
You managed to use the fires to craft a small weapon or
piece of armor from skymetal, but not long thereafter the
fires went out. The violet flames are as much a part of your
upbringing as anything else, and their loss distresses you;
you hope to find a way to rekindle the torch below the hill.
You’ve long hoped to work with skymetal, and begin the
game with a small metal bauble made of the skymetal of your
choice—you made this item yourself. The item is nothing
more than a valuable art object worth 100 gp. You can sell it
to gain an additional 100 gp when creating your character,
but if you keep it, your pride in its crafting grants you a +2
trait bonus on Will saving throws made against emotion and
fear effects. You lose this bonus if you willingly sell or give
up the item, but if it is destroyed or lost through no fault
of your own, you retain a +1 trait bonus on such Will saves.

Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

----------------=Drawbacks=-----------------

----------------=Race Traits=-------------------
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Disable Device and Sleight of Hand checks.
Spell-like ability: Tieflings can use death kneel once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

--------------=Feats=-----------------
1st: Improved Initiative
Rogue Bonus: Weapon Finesse

---------------=Skills=- (12 points; 8 class, 4 INT)---------------
Acrobatics* **(Dex)____+9{+1rank,+5Dex,+3Class}
Appraise **(Int)____+8{+1rank,+4Int,+3Class}
Craft (Tattoos) **(Int)____+8{+1rank,+4Int,+3Class}
Disable Device **____+11;12{+1rank,+5Dex,+3Class,+2Race}; +1 Trapfinding
Knowledge (Arcana) **(Int)____+8{+1rank,+4Int,+3Class}
Knowledge (Engineering) **(Int)____+8{+1rank,+4Int,+3Class}
Knowledge (Local) **(Int)____+8{+1rank,+4Int,+3Class}
Linguistics **(Int)____+8{+1rank,+4Int,+3Class}
Perception **(Wis)____+5;6{+1rank,+1Wis,+3Class}; +1 Trapfinding
Spellcraft **(Int)____+8{+1rank,+4Int,+3Class}
Stealth* **(Dex)____+9{+1rank,+5Dex,+3Class}
Use Magic Device **(Cha)____+4{+1rank,+0Cha,+3Class}

ACP -0

*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

-=Languages=- Common, Abyssal, Draconic, Dwarven, Elven, Infernal, Orc

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Knacks
Mental Focus: 5 Points
Implements:
---Evocation (rod, 2 points) —Resonance Intense Focus (+1 dmg)
Focus Energy Ray (1d6)
---Transmutation (vest, 3 points)—Resonance Physical Enhancement (+2 Dex)
Focus Legacy Weapon (+1), Sudden Speed (+30 ft.)

Sneak Attack: +1d6
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
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.

---===Spells===---:

Caster Level: 1
Concentration: +7 {+1CLv.,+4Int,+2trait}
-------------------------------=Spell-like Abilities=-------------------------------
1/day—death kneel

-------------------------------=Occultist Spells=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Spark, Mage Hand
------------------------------=1st (2/day; Spell Atk: +5)=------------------------------
Shocking Grasp, Lead Blades

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.

-=Current Load Carried=- 30 lb.
Traveler’s Clothes
Leather Armor (15 lbs.)
Rapier (2 lbs.)
Daggers (3) (3 lbs.)
backpack, an adamantine bauble, artisan’s kit (Tattoos), a bedroll, a belt pouch, chalk (10), a flint and steel, a grappling hook, Implements(Rods and Vest), a mess kit, a mirror, rope, soap, mwk thieves’ tools, trail rations (5 days), and a waterskin. (10 lbs.)
Potion of cure light wounds

-=Money=- 11 GP 8 SP 0 CP

---===Background===---:

Rhangil was born to a Hallit smith and his Varisian wife in Torch around 70 years ago. His parents knew something was amiss with him. Rhangil spent much of his early life very sick. Eventually the sickness passed but it left him an emaciated look, even though he is entirely healthy. It was during puberty where most of Rhangil’s more unique features appeared, his tail, claws and discolorations.
Despite being weak and unable to aid in the crafting of metal, Rhangil always helped his father with his forge, mainly in upkeep and repair. This role became cemented when Rhangil developed the object magic (Occultist Spells) that he prides himself on.
Recently his father, who had passed the forge onto one of his younger brothers, passed away. Stricken with grief he spent as little time around the forge as he could, he still maintained the forge, but began to learn about his Varisian heritage from his mother and helped her set up a stand outside the family smith shop.
With the flame of Torch out Rhangil is severly worried about his families well-being. Since most of the family is smiths and his mother’s Varisian commodity stand isn’t enough to support everyone, Rhangil has taken it upon himself to find others who will help him to find out what happened to the Torch and if possible to restart it.

---===Appearance and Personality===---:

Eyes: Dark and Light Blue with Red specks
Hair: Black with Blue and Red tinted streaks
Skin: Light Tan
Height: 5’ 10”
Weight: 150 lbs.

Rhangil is a man of average height with black hari with red and blue tinting streaking through it. He is seemingly unnaturally skinny and because of this people often guess that he is 10-20 pounds lighter than he is. Other than the odd colored hair ther are several other features that reveal Rhangil is more than human. The most obvious feature is his prehensile tail which is a similar color to his hair. Each of Rhangil’s fingers ends in a small claw which blackish blue/red, the color seems to bleed up his long fingers.

Rhangil is a kind and caring person, he does what he can to help others in trouble and suffering. He can be a little ADHD at times, getting distracted by his own thoughts and emotions, but if you have earned his trust and respect he will be a lifelong friend and will go to the ends of the earth to help you if need be.