Shalelu Andosana

Serenllys's page

184 posts. Alias of Oceanshieldwolf.


Full Name

Serenllys

Race

Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. |

Classes/Levels

Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

Size

M

Special Abilities

Sneak Attack, Surprise Attack, Twin Feint, detect magic

Location

Otari

Languages

Common, Elvish, Celestial, Sylvan

Strength 14
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 12

About Serenllys

◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction

Ancestry: Elf:

Hit Points
6
Size
Medium
Speed
30 feet

Ability Boosts
Dexterity
Intelligence
Free (Strength)

Ability Flaw(s)
Constitution

Languages
Common, Elven
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).

Low-Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light..

Heritage: Seer Elf:
You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

Background: Starwatcher:
You're one of Wrin Sivinxi's closest confidantes. You've spent many long nights with her under the stars, learning the tales associated with the Cosmic Caravan and how the heavens can predict the future. You know that Wrin has paralyzing claustrophobia; she sees menace in angles and danger in confined spaces, which is why her shop is an all domed canvas that opens to the sky. If Wrin thinks there's trouble, you'll be the first to offer to help.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost (Dexterity).

You're trained in the Occultism skill, and the Astrology Lore skill. You gain the Dubious Knowledge skill feat.

Class: Rogue:

Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception
Expert in Perception

Saving Throws
Trained in Fortitude
Expert in Reflex
Expert in Will

Skills
Trained in Stealth
Trained in one or more skills determined by your rogue's racket
Trained in a number of additional skills equal to 7 plus your Intelligence modifier

Attacks
Trained in simple weapons
Trained in the rapier, sap, shortbow, and shortsword
Trained in unarmed attacks

Defenses
Trained in light armor
Trained in unarmored defense

Class DC
Trained in rogue class DC

Rogue's Racket
As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue’s racket.

Sneak Attack
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Rogue Feats
At 1st level and every even-numbered level, you gain a rogue class feat.

Skill Feats
You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait.

Rogue Racket: Scoundrel:
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.

When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

Ancestry: Elf Ability Boosts: Str, Dex, Int
Ancestry: Elf Ability Flaw: Constitution
Background (Starwatcher) Ability Boosts: Con, Dex
Class: Rogue Ability Boosts: Dex
Four free ability boosts: Str, Int, Con, Cha

Name Serenllys

Race Elf
Class Rogue 2
Ability Scores: Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 12
Perception: +6 (T/E/M/L)
Speed: 30 ft.
Languages: Common
Background: Starwatcher

DEFENSE
AC 19
Saving Throws: Fort +5 (T/E/M/L), Ref +9(T/E/M/L), Will +6 (T/E/M/L)
HP: 24

OFFENSE
MELEE
Rapier +1 Potency, Owlbear Claw ◆: 1d20 + 7 (T/E/M/L), 1d6 +3 P Deadly d8, Disarm, Finesse
Shortsword, Potency Crystal ◆ 1d20 + 7 (T/E/M/L), 1d6 +2 P Agile, Finesse, Versatile S
Longspear ◆: 1d20 + 6 (T/E/M/L), 1d8 +2 P Reach
Dagger ◆: 1d20 + 6 (T/E/M/L) 1d4 + 2 P/S
Sickle ◆: 1d20 + 7 (T/E/M/L) 1d4 + 2 S Agile, Finesse, Trip
RANGED
Dagger ◆: 1d20 + 7 (T/E/M/L) 1d4 + 2 P/S

FEATS
Ancestry Feats:
Elven Weapon Familiarity
You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.

In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.

Class Feats:
Tumble Behind
You tumble under and behind your foe to catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn.

Twin Feint ◆◆
Requirements: You are wielding two melee weapons, each in a different hand.
You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.

General Feats: -

Skill Feats:
Battle Medicine
Prerequisites: Trained in Medicine
Requirements You are holding healer's tools, or you are wearing them and have a hand free
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Cat Fall
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Dubious Knowledge
You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.

Free Archetype: Medic Dedication

You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.

SKILLS

Background: Occultism, Astrology Lore
Class: Stealth, + 7 (Acrobatics, Arcana, Athletics, Intimidation, Survival, Society, Thievery
Racket: Deception, Diplomacy
Intelligence: Medicine, Crafting
2nd level skill increase: Thievery to Expert

Acrobatics: +7 (T/E/M/L)
Arcana: +6 (T/E/M/L)
Athletics: +6 (T/E/M/L)
Crafting: +6 (T/E/M/L)
Deception: +5 (T/E/M/L)
Diplomacy: +5 (T/E/M/L)
Intimidation: +5 (T/E/M/L)
Lore: +2 (T/E/M/L)
Lore (Astrology) +6 (T/E/M/L)
Medicine: +6 (T/EM/L)
Nature: +0 (T/E/M/L)
Occultism: +6 (T/E/M/L)
Performance: +1 (T/E/M/L)
Religion: +0 (T/E/M/L)
Society: +6 (T/E/M/L)
Stealth: +7 (T/E/M/L)
Survival: +4 (T/E/M/L)
Thievery: +9 (T/E/M/L)

EQUIPMENT
Studded Leather 3 gp, AC +2 , Dex cap +3, Check penalty -1, Speed 0, Str 12, Bulk 1

Rapier, 2 gp, 1d6 P, Bulk 1 Deadly d8, Disarm, Finesse
Longspear, 5 sp, 1d8 P, Bulk 2 Reach
Shortsword, 9 sp, 1d6 P, Bulk L, Agile, Finesse, Versatile S
Dagger, 2 sp, 1d4 P, Bulk L, Agile, finesse, thrown 10 ft, versatile S
Gauntlet, 2 sp, 1d4 B, Bulk L, Agile, free hand
Sickle, 2 sp, 1d4 S, Bulk L, Agile, Finesse, Trip
Shortbow
30 arrows

7 gp, 4 Bulk, 4 L

Misc. Equipment:
Adventurer’s Pack 7 sp, Bulk 2
(containing) bedroll,
two belt pouches,
10 pieces of chalk,
flint and steel,
50 feet of rope,
2 weeks' rations,
soap,
5 torches,
waterskin

Ordinary clothing, 1 sp,
Bandolier x2, 2 sp
Caltrops x5, 1.5 gp
Crowbar, 5 sp,
Grappling hook, 1 sp. Bulk L
Hammer, 1 sp, Bulk L
Pitons x6, 6 cp, Bulk L
Manacles x2, 6 sp, (poor)
Mug, 1 sp
3 pints oil, 3 cp,
Sack (5), 1 cp
Thieves tools 3 gp, L
6 gp, 8 sp, 4 cp

Funds starting: 15 gp
Funds spent: 14 gp, 4 cp
Funds remaining: 9 sp, 6 cp