Rogue

Sebastian Khaelmourne's page

2 posts. Alias of Ren Ashbell.


Full Name

Sebatian Khaelmourn

Race

Teifling (Elven born)

Classes/Levels

Male Elf Arcanist(twilight Sage)/UC rogue(Knife Master, Scout) 1 (HP 12/12) | AC:14 | T:14 | FF:10 | CMD 14 | Fort +4 | Ref +6 | Will +3 | Init +4 | Perc: +5 | Speed 30ft)

Gender

Male

Size

Medium

Alignment

Chaotic Nuetral

Strength 10
Dexterity 18
Constitution 18
Intelligence 20
Wisdom 12
Charisma 8

About Sebastian Khaelmourne

Male Teifling Arcanist(twilight Sage)/UC rogue(Knife Master, Scout)
CN Medium
Init +4
Senses: Darkvision, Perception +5
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
HP 12 (1d8+4)
Fort +4, Ref +6, Will +3;
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Offense
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Speed: 30 ft.
Melee: Star knife Masterwork Living steel +5(1d4x3)
Melee: cold iron Star knife +4(1d4x3) 48g
Melee: silver Cestus (1d4+1/19-20x2) 25g
Melee: Cold Iron Cestus (1d4+1/19-20x2) 10g
Melee: Daggersx2 (1d4+1/19-20x2)
ranged: Star knife (1d4x3)from above x2 in total

Gear:

Skills:

Skills:
Acrobatics +8
Appraise +9
Bluff -1
Climb +4
Craft;Alchemy +9
Diplomacy -1
Disable Device +8
Disguise -1
Escape Artist +4
Fly +4
Handle Animal -1
Heal +1
Intimidate -1
Knowledge (Arcana) +9
Knowledge (Dungeoneering) +5
Knowledge (Engineering) +5
Knowledge (Geography) +5
Knowledge (History) +9
Knowledge (Local) +9
Knowledge (Nature) +5
Knowledge (Nobility) +9
Knowledge (Planes) +9
Knowledge (Religion) +9
Linguistics +5
Perception +5
Perform -1
Profession +1
Ride +4
Sense Motive +1
Sleight of Hand +4
Spellcraft +9
Stealth +8
Survival +1
Swim +0
Use Magic Device +3

Feats:
Weapon Finesse Rogue Bonus feat, Star Knife
Toughness
Cambat Casting +4 Concentration

Traits:

Noble Born You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”

Signature Weapon: You're known for some unique item that has become your trademark. Star Knife

Defensive Strategist: Benefit(s) You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

Benefit(s): Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.

Abilities:

Arcane Reservoir (Su)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.

For a complete list of Arcane Exploits, see here

Consume Life (Su)
By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.

This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature's Hit Dice equaled or exceeded the sage's character level, or 1 point if the creature's Hit Dice equaled at least 1/2 her character level.

This ability is a death effect.

This ability replaces consume spells.

Necromantic Focus (Ex)
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.

Twilight Barrier (Ex)
A twilight sage's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage's arcane barrier, the barrier's negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier's maximum temporary hit point capacity.

This ability alters the arcanist exploit gained at 1st level.

Cantrips
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

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.

Sneak Attack: 1d6If 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.

Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.

This ability replaces trapfinding.

Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

This ability is identical in all other ways to sneak attack, and supplements that ability.

Spells:

Lvl 1 Spells4 Spells per day
Mage armor
Color Spray DC 16

Backstory:

Journal Entry
The years all seem a blur now, my story only having just begun. Born of an elven mother and tiefling father, such was determined that I delve into the study of magics. Having been forced to devote my life to the magics my parents so loved, my studies came before everything. One day however I sought inquiry from my father, but while looking for him I'd instead stumbled across his study. It was that eve that I saw horrible scriptures that would haunt me for a lifetime.

The following years were spent pouring over books of all sort. What was once my job became my passion as my powers developed ever more. It was then in my time of satisfaction that my life became to unravel. Stress was building in society, and my parents' relationship only brought more unwanted attention to my family. My hometown, on the brink of war with itself, decided one night to side with that of the bandits and their threats.