Camper

Romilen d’Lyrandar's page

68 posts. Alias of Jeremy Clements.


Full Name

Romilen d’Lyrandar (Captain Rom)

Race

Half-Elf

Classes/Levels

Unchained Rogue 1| HP 9/9

Stats:
AC 17, T 13, FF 14| CMB +1, CMD 14 | F 1, R 5, W 0 | Init +5, Perc +5 / Low-Light Vision|Current:

Gender

Male

Size

Medium

Age

21

Special Abilities

Least Mark of Storms

Alignment

CN

Location

Aundair

Languages

Common, Elven, Draconic

Occupation

Sailor

Strength 12
Dexterity 17
Constitution 12
Intelligence 15
Wisdom 10
Charisma 15

About Romilen d’Lyrandar

New Treasure!:

Shortcuts:

[dice= ]1d20 + [/dice]
[dice=Damage]1d6[/dice]

[dice=Attack Sling]1d20 + 3[/dice]
[dice=Damage Sling]1d4+1[/dice]

[dice=Attack Rapier]1d20 +3 [/dice]
[dice=Damage Rapier]1d6+3[/dice]
Crit?
[dice=Attack Rapier]1d20 +3 [/dice]
[dice=Damage Rapier]1d6+3+2[/dice]

[dice=Sneak Attack Damage]1d6[/dice]

[dice=Attack Dagger]1d20 + 3[/dice]
[dice=Damage Dagger]1d4+1[/dice]

[dice=Stealth]1d20 + 5[/dice]

[dice=Perception ]1d20 +5[/dice]

[dice=Acrobatics]1d20 +7[/dice]

[dice=Intimidate(Demoralize)]1d20 + 6[/dice]

[dice= ]1d20 + [/dice]

Crunch:

'Captain Rom’ Romilen d’Lyrandar
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Race ½ Elf
Gender Male
Age 21
Alignment/Class: CN/Unchained Rogue 1

Init +5

Senses
Perception +5 , Sense Motive +4
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex, +0 Shield, +0 Deflection, +0 Natural)

HP 9/9 (+1 Con; +0 Favored Class )

Fort +1, Ref +5, Will +0
*Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
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OFFENSE
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Speed 30

Melee
*Rapier +3
*Dagger +3

Ranged
*Dagger +3
*Sling +3

Special Attacks
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STATISTICS
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Str 12, Dex 17, Con 12, Int 15, Wis 10, Cha 15

Base Atk +0; CMB +11; CMD 14

Feats
1st: (Bonus)*Weapon Finesse (+Rogue Rapier Finesse Training)
1st: (Bonus)*Skill Focus (Disable Device)
1st: Dragonmark (Lyrandar) – Least Mark of Storm [Gust of Wind 1/day] +2 Acrobatics

Feats 2 Get
(3rd)Arcane Strike
(5th)Lesser Dragon Mark (Mark of Storms)
(7th)Stormrider
(9h)Greater Dragon Mark (Mark of Storms)
(11th)Mark of Deflection

Traits
*Warrior of Old (Racial): You gain a +2 trait bonus on initiative checks.
*Killer(Combat): You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
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SKILLS 10/lvl +1 w/favored class

+7 Acrobatics(Dex) +2 Trait Bonus [-2 Armor]
+6 Bluff (Cha)
+6 Diplomacy (Cha)
+6 Disguise (Cha)
+6 Intimidate (Cha)
+4 Sense Motive (Wis)
+5 Stealth (Dex) [-2 Armor]
+5 Slight of Hand (Dex) [-2 Armor]
+8 Disable Device (Dex) [+3 Feat Bonus – Skill Focus] [-2 Armor]
+5 Perception (Wis) [+2 Racial Bonus]
+5 Escape Artist (Dex)[-2 Armor]
+ Use Magic Device (Cha) -NSP

Background Skill (+2/lvl)
+6 Linguistics (Int)
+4 Profession (Wis) [Sailor]

Languages
Common and Elven + Draconic
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SPECIAL QUALITIES
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Class Abilities
The following are the class features of the unchained rogue.

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

Sneak Attack
Precision Damage & Critical Hits
Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
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 (Ex)

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.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.

Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex)
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Skill Unlocks
Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue, who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone.

With sufficient skill ranks, a character can earn the following skill unlocks: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

Rogue’s Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge (Ex)
At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents
At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Master Strike (Ex)
At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

SPELLCASTING (Spell- Like Abilities)
*Gust of Wind 1/day (Mark of Storms): DC = 10 + spell level + Cha mod.

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EQUIPMENT AND GOLD Spent: gp
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Gear

Chain Shirt (50gp)
Rapier (20gp)
Dagger (x3) (6gp)
Sling (0 gp)
20 Sling Bullets (2 gps)

Kit, Rogue’s
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Price 50 gp; Weight 37 lbs.

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APPEARANCE
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Height 5ft 10in
Weight 185lbs
Eye Color Ice Blue
Hair Color Shocking Blonde with Goatee
Region of Origin Aundair
Deity Pending

Background:

Born to mid-level forensic accountants in House Lyrandar that traveled often within the Aundair region, Rom grew up watching the famed flying ships take off and land every day. His single trip on a flying ship has left him with the indelible impression of freedom that the artifacts offer. Go where you want, no rules other than what you make of them on board the ship, and land at any destination you can reach by air travel...heaven on Eberron as far as Rom was concerned.

Always encouraged toward bookish pursuits, Rom turned to reading whatever he could about the flying ships. Unfortunately to Rom's parents, this turned out to be mostly fictionalized stories of daring ship captains, bodice ripper novels, and the occasional 'Daring True Tale' of adventure and pirates! Enticed by such fare, Rom now refers to himself as 'Captain Rom'...having also read a book about self-actualization, he insists everyone he meets references his self-imposed title. In truth his parents bought him a leaky dingy when he was younger, mostly to prove to him such things were not his place, and have since ended up regretting it.

**During the Last War, Romilen's parents put him in remedial classes, where they thought the drudgery of the situation would cause him to head back toward forensic accounting. Alas, Rom made fast friends with some of the less intelligent of the d'Lyrandar and learned much in the way of stealthy tricks, traps, locks. It wasn't long as the War heightened, and all who could serve were called up as needed. His 'graduating class' were sent on their first mission aboard an Orien lightning-train to guard some d'Lyrandar idiot and his 'lost artifacts' on their way to Sharn for inspection and testing. The man went missing (not Rom's fault!) and it was eventually discovered that a rival had the man killed and dismembered in order to throw everyone off the scent. The enemies of the d'Lyrandar threw his remains into a pen on the train that contained some halflings' carnivorous mounts that were evidently starving. Things were bad until Rom figured out what had happened to the missing d'Lyrandar, and had the murderers arrested by the Orien guards aboard the train. His superiors were not happy with what happened, but they like results in the face of a tough situation. After that, they sent him on other missions, sometimes alone, other times with...unsavory types. Her learned whatever he could to get along, survive, and hopefully one day earn a flying ship of his own!

Now a practiced sailor, rogue, and swashbuckler, Romilen recently has had his (least) Mark of Storm appear! Feeling this has given him license by the various gods/spirits of Eberron to pursue his dreams, Romilen searches for his first adventure after the Last War. Buried treasure, bank heist, or a rich damsel that needs rescuing...seem not to be in his cards at the moment however. Evidently, such things are not as common as the books he read said they were, and now his monetary funds are starting to dry up. On top of that, his parents have said they will not give him any more money until he gives up his 'silly delusions of grandeur' and come back down to earth. This has only steeled Rom's resolve further and forced him to make some decisions to cut his monetary costs and find a cheaper inn to sleep in...one with the least amount of bedbugs hopefully.

Personal Motto: "Freedom means: The wind in your hair, a feather-light heart, a knowing smile, and a ship's crew that trusts you as you crest the horizon toward new adventures."