Talstran

Sileven's page

282 posts. Alias of hustonj.


Full Name

Sileven Dos

Race

Elf

Classes/Levels

Gestalt Fighter/Rogue 1 | HP 11/11 | AC17/T14/F13/CMD17 | F+3/R+6/W+2+ | Init +4 | Per +9+, low-light | arrows 30 durable

Gender

M

Size

M (6' 4", 136#)

Age

124

Alignment

CG

Deity

Desna

Location

Kenabras

Languages

Elven, Common (Taldane); Celestial, Draconic, Sylvan; Abyssal

Strength 14
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 14
Charisma 10

About Sileven

Sileven Dos

Description: Typically tall and thin for an elf, the large, nearly jade green irises of his eyes seem like large pools of iced over deep water. His white hair is cropped fairly short, but there is enough to comb. The nose is large and imposing, a strong nose almost managing dominate he face despite the size of those typically elven eyes. Like so many others in Kenabras, he is both armed and armored, though the light-weight leather is far less protection than most choose to wear this close to the Worldwound and contrasts with the large blade strapped across his back. His bulging pack is close at hand and he seems to keep a very good eye on it, though he's clearly less interested in wearing it than protecting it.

his face at rest looks slightly displeased, but not angry or sad. His attitude rarely matches that sight, however, as he seems always ready to find a way to enjoy where he is and what is going on around him.

Background:
Born in Kyonin to Irdon Vun, a scholar, and Shireho Dos, one of the rangers fighting Treerazer, the general assumption was that the young elf would live a fairly normal life and end up supporting the ongoing opposition to Treerazer. Then the Worldwound opened. Irdon wanted to run off and study what was happening, theorizing that the events around the portal opening and the demons spilling forth might provide some new insight useful in the war against Treerazer. Shireho wasn't certain he was right, but her superiors found the idea worth investigating, and so sent the family, along with many others, to see what they could discover. The expedition has been involved in every crusade, reporting back what they learned to Kyonin. Irdon and the other scholars helped with the creation of the Wardstones, though Irdon never talks of it.

The entire Kyonin research team went into the Worldwound just after the Third Crusade, to examine a particular shrine site that had been identified by other explorers about a month earlier. Most of the older children went along, as the trip was supposed to be safe enough (for a trip into the Worldwound) and everyone wanted to ensure the children got a better understanding of the situation before taking the final selection steps for their own careers. Sileven, of course, snuck away, old enough to do so but young enough not to really understand how much risk he was taking. He stumbled onto a group of demons, mostly Dretchs being overseen at their task by a Nabasu, MORE than enough to completely consume the child and discover enough about the expedition to take them all. He was rescued by a female Desnan archer wo never provided a name, but got him back to the expedition unharmed.

She had quite the impact on Sileven. He finished his training specifically to be able to help others survive the Worldwound the way she helped him. Desna has always been one of the deities the elves looked to, so it wasn't too surprising to the family when he turned his attention to her. Shireho was even enthused about his new-found dedication to archery. When she died fairly early in the Fourth Crusade (4694), Sileven's dedication to the concept of rescuing others within the Worldwound became much stronger. He was old enough to participate in the Fourth Crusade, but his instructors refused to allow him to enlist, noting that there was too much of his training not yet complete.

Now they agree that the young elf is ready to explore the Worldwound, to go looking for new material for the scholars (including his father) to study. He will work to accomplish those ends, of course, but he hopes to rescue others, and possibly even find the female archer again, if she still lives. Both the violence of the Worldwound and age could have claimed her, depending.


Core information not elsewhere contained:
Alignment: CG

Patron Deity: Desna

Type: Humanoid (elf)

Height: 6' 4"

Weight: 136#

Age: 124


Combat Stats:
Init +4 (Dex+4)
Speed 20', 30' w/o Pack

Melee +3, Ranged/Finesse +5, CMB+3/+5 (BAB+1, Str+2, Dex+4)

Standard Attacks
Longbow +6 for 1d8 @ x3 over 100', P, 30 Durable Arrows
[Ranged, WF]
Elven Curve Blade +5 for 1d10+3 @ 18+, S, +2 CMD vs Sunder
[Finesse]

Defensive Stance: -1 Melee Attack for +1 Melee Dodge
Deft maneuvers: +2 CMB for Trip & Disarm; Neither provokes
Precise Shot: No penalty for ranged attacks into melee
Risky Strike: -1 Attack for +2 damage (150% for 2-handed weapons)
Sneak Attack +1d6 damage vs opponents denied Dex Bonus or Flanked

AC 17, T14, FF13, CMD17 (Armor+3, Dex+4, BAB+1, Str+2)

Defensive Stance: -1 Melee Attack for +1 Melee Dodge
Deft maneuvers: +2 CMD vs Trip & Disarm

HP 11 (10+0x6+1xCon+1)

Fort +3 (Base+2, Con+1)
Ref +6 (Base+2, Dex+4)
Will +2 (Base+0, Wis+2)

Elven Immunities: Immune to Magical Sleep
Elven Immunities: +2 vs Enchantment Spells and Effects
Stoic Optimism: +2 vs Fear effects


Option Selections:
** Automatic Bonus Progression Choices **
None, yet

** Fighter Choices **
* Armor Training *
None, yet

* Weapon Training *
None, yet

** Rogue Choices **
* Finesse Training *
None, yet

* Rogue's Edge *
None, yet

* Rogue Talents *
None, yet


Skills & Languages:
8 + Int 3 + Favored Class 1 = 12 Adventuring and 2 Background Skills per Rogue Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 8-Acrobatics (Dex) 4+1+3+ACP
+ 3 Appraise (Int) 3+0+0
+ 4 Bluff (Cha) 0+1+3
+ 6-Climb (Str) 2+1+3+ACP
+ 3 Craft (any) (Int) 3+0+0
+ 4 Diplomacy (Cha) 0+1+3
+ 9-Disable Device (Dex) 4+1+3+1 Trapfinding+ACP
+ 0 Disguise (Cha) 0+0+0
+ 4-Escape Artist (Dex) 4+0+0+ACP
+ 4-Fly (Dex) 4+0+0+ACP
+ 2 Heal (Wis) 2+0+0
+ 4 Intimidate (Cha) 0+1+3
+ 7 Knowledge (local) (Int) 3+1+3
+ 7 Linguistics (Int) 3+1+3 {Background}
+ 9+Perception (Wis) 2+1+3+2 Keen Senses(+1 Trapfinding to locate traps) {Lowlight Vision}
+ 0 Perform (any) (Cha) 0+0+0
+ 4-Ride (Dex) 4+0+0+ACP
+ 6 Sense Motive (Wis) 2+1+3
+ 8-Sleight of Hand (Dex) 4+1+3+ACP {Background}
+ 8-Stealth (Dex) 4+1+3+ACP
+ 6 Survival (Wis) 2+1+3
+ 6 Swim (Str) 2+1+3+ACP

Chance Encounter: Immediately reroll exactly 1 failed Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check per day.
Deft maneuvers: Feint as a Move Action
Silent Hunter: Move up to Full Speed while Stealthing at no penalty. Run while Stealthing at -20 penalty.

ACP: -3 w/ Pack, -1 w/o

Languages Known: Elven, Common (Taldane); Celestial, Draconic, Sylvan; Abyssal


Feats & Traits:
** Feats **
* EitR Freebies*
Defensive Stance - -1 Melee Attack for +1 Melee Dodge
Risky Strike - -1 Attack for +2 damage (150% for 2-handed weapons)
Finesse

* Level Feats *
1 Weapon Focus (Bows)
F Precise Shot
R Deft maneuvers
F <Focused Shot>
3 <Rapid Shot>
F <Weapon Specialization (Bows)>
5 <Point-Blank Master (Bows)>
F <Clustered Shots>
7 <Snap Shot>
F <Greater Weapon Focus (Bows)>
9 <Improved Snap Shot>
F <Manyshot?>
11 <Improved Precise Shot>
F <Greater Weapon Specialization (Bows)>
13 <Greater Snap Shot>
F <Penetrating Strike>
15 <Weapon Focus (Elven/Heavy Blades)?>
F <Pinpoint Targeting>
17 <Greater Penetrating Strike>
F <Greater Weapon Focus (Elven/Heavy Blades)?>
19 <Weapon Specialization (Elven/Heavy Blades)?>
F <Greater Weapon Specialization (Elven/Heavy Blades)?>

** Traits **
Campaign: Wrath of the Righteous: Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.

Religion: Desna: Stoic Optimism: You receive a +2 trait bonus on saving throws against fear effects.
[spoiler=Gear]300 GP budget
FREExx Explorer's Outfit* (8#, Sturdy boots, kilt, belt, shirt, vest, gloves, cloak, hat)
80.0.0 Elven Curved Blade* (7#, 1d10/18+/S/Finesse, Flexible)
75.0.0 Longbow* (3#, 18/x3/100'/P)
30.0.0 Durable Arrows*, x30 (4.5#)
25.0.0 Studded Leather Armor* (20#, +3/+5/-1/15%/30')
50.0.0 Rogue's Kit (37#, 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)
x1.0.0 Waterskin (4# - Makes 2 total)

261.0.0 Spent for 79.5# for everything (44# w/o Pack - Things marked with "*" still on person)
39.0.0 coin on hand

Light <= 58# [66#] (By armor)
Medium <= 116# [134#] (+3/-3/20'/x4)
Heavy <= 175# [200#] (+1/-6/20'/x3)


Gestalt Fighter 1/Rogue 1 (with Automatic Bonus Progression bonuses):
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Bonus feat, finesse training, sneak attack +1d6, trapfinding
2nd +2 +3 +3 +0 Bonus feat, bravery +1, evasion, rogue talent
3rd +3 +3 +3 +1 Armor training 1, danger sense +1, finesse training, sneak attack +2d6 - Resistance +1
4th +4 +4 +4 +1 Bonus feat, debilitating injury, rogue talent, uncanny dodge - Armor attunement +1; weapon attunement +1
5th +5 +4 +4 +1 Rogue's edge, sneak attack +3d6, weapon training 1 - Deflection +1
6th +6/+1 +5 +5 +2 Bonus feat, bravery +2, danger sense +2, rogue talent - Mental Prowess +2
7th +7/+2 +5 +5 +2 Armor training 2, sneak attack +4d6 - Physical Prowess +2
8th +8/+3 +6 +6 +2 Bonus feat, improved uncanny dodge, rogue talent - Armor attunement +1/+1; resistance +2; toughening +1; weapon attunement +1/+1
9th +9/+4 +6 +6 +3 Danger sense +3, sneak attack +5d6, weapon training 2 - Armor attuenment +2; weapon attunement +2
10th +10/+5 +7 +7 +3 Advanced talents, bons feat, bravery +3, rogue talent, rogue's edge - Deflection +2; resistance +3
11th +11/+6/+1 +7 +7 +3 Armor training 3, finesse training, sneak attack +6d6 - Mental prowess +4
12th +12/+7/+2 +8 +8 +4 Bonus feat, danger sense +4, rogue talent - Physical Prowess +4
13th +13/+8/+3 +8 +8 +4 Sneak attack +7d6, weapon training 3 - Mental Prowess +4/+2; physical prowess +4/+2; resistance +4; toughening +2
14th +14/+9/+4 +9 +9 +4 Bonus feat, bravery +4, rogue talent - Armor attunement +2/+2 or +3; resistance +5; weapon attunement +2/+2 or +3
15th +15/+10/+5 +9 +9 +5 Armor training 4, danger sense +5, rogue's edge, sneak attack +8d6 - Armor attunement +3/+3 or +4; mental prowess +6/+2 or +4/+4; weapon attunement +3/+3 or +4
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat, rogue talent - Deflection +3; physical prowess +6/+2 or +4/+4; toughening +3
17th +17/+12/+7/+2 +10 +10 +5 Sneak attack +9d6, weapon training 4 - Armor attunement +4/+3 or +5; deflection +4; mental prowess +6/+2/+2 or +4/+4/+2; physical prowess +6/+2/+2 or +4/+4/+2; toughening +4; weapon attunement +4/+3 or +5
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, bravery +5, danger sense +6, rogue talent - Deflection +5; mental prowess +6/+4/+2 or +4/+4/+4; physical prowess +6/+4/+2 or +4/+4/+4; toughening +5
19th +19/+14/+9/+4 +11 +11 +6 Armor mastery, finesse training, sneak attack +10d6 - 3 legendary gifts
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, master strike, rogue talent, rogue's edge, weapon mastery - 5 additional legendary gifts

Weapon and Armor Proficiencies: The Gestalt 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, sometimes also called “fighter bonus 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. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

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 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 Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, 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 group at 11th level and a third at 19th level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

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.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

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.

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 (see page 82) 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.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

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 (see above) 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.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Master Strike (Ex): At 20th level, a 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.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


Elf:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are 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 bonus on saving throws against enchantment spells and effects.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception 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 languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Attributes:
30 Point Buy
Points Race Level Gear Current
x5 14 +0 14 +0 14 +0 S 14 +2
10 16 +2 18 +0 18 +0 D 18 +4
x5 14 -2 12 +0 12 +0 C 12 +1
x5 14 +2 16 +0 16 +0 I 16 +3
x5 14 +0 14 +0 14 +0 W 14 +2
xx 10 +0 10 +0 10 +0 H 10 +0