Damiel Morgethai

Silvash Auerial's page

480 posts. Alias of trawets71.


Full Name

Silvash Auerial

Race

Elf

Classes/Levels

Rogue 1| AC 18 FF 13 Touch 15| HP 12/12 | F +1 R +7 W +0 | Init +5 | Perc +6

Gender

Male

Size

Medium

Age

121

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Draconic, Elven, Orc, Sylvan

Strength 12
Dexterity 20
Constitution 12
Intelligence 16
Wisdom 11
Charisma 10

About Silvash Auerial

Character Sheet:

Medium Humanoid (Elf)
Init +5; Low Light Vision; Perception +6
DEFENSE

AC: 18 Flat AC: 13 Touch AC: 15 (+3 armor, +5 dex)
HP: 12 (1d8+1+3)
Fortitude: +1 Reflex: +7 Will: +0; +2 v. Enchantment
Immune: Magic Sleep Effects

OFFENSE
Speed: 30
Ranged: Dagger +5 (1d4+1/19–20/×2) Ranged 10'
Melee: Rapier +5 (1d6+1/18–20/×2)
Melee: Dagger +5 (1d4+1/19–20/×2)

Statistics
Str 12, Dex 20, Con 12, Int 16, Wis 11, Cha 10
Languages: Common, Draconic, Elven, Orc, Sylvan
Base Atk +0; CMB +1; CMD 16

SKILLS

Skill Ranks: Acrobatics +8 (1), Climb +4 (1), Disable Device +9 (1), Escape Artist +8 (B1), Kn: Arcana +4 (1), Kn: Dungeoneering +7 (1), Kn: Local +7 (1), Perception +6 (1) (+1 to find traps), Sleight of Hand +8 (B1), Spellcraft +4 (1), Stealth +8 (1), Swim +4 (1), UMD +4 (1) Total: 11 Background: 2

Favored Class: Rogue +1 hp per level.

Rogue Abilities:

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

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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

1d6

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

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.

Feats and Traits:

FEATS
1-Toughness
1-Weapon Finesse (class bonus)

RACIAL TRAITS

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is 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. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

TRAITS

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Unhappy Childhood
You spent a period of time as one of Gaedren’s enslaved orphans. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of his “Little Lamms” before escaping. You’ve nursed a grudge for the old man ever since.

Religious: You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks.

Gear:

Studded Leather 25gp (20#), Rapier 20gp (2#), Dagger 2gp (1#), Mwk. Backpack 50gp (4#), Bedroll .1gp (5#), Blanket .5g (3#), Crowbar 2gp (5#), flint and steel 1gp, a mess kit .2gp (1#), 10 soap .1gp (5#), 5 days trail rations 2.5gp (5#), waterskin 1gp (4#), Grappling hook 1gp (4#), Rope, hemp (50 ft.) 1gp (10#), Belt Pouch 1gp (0.5#), Thieves tools 30gp (2#)

Total: 82.5 50/100/150

2 gp 6 sp

Backstory:

Silvash's parents were killed defending the wizard Aartock. The only remaining item he has is his father's rapier. Aartock took Silvash in but mostly ignored him and he was rasied by Aartock's magical minions.
When Aartock died of old age Silvash took to the streets to make money. He had a place to live as no one noticed Aartock was gone, Silvash tended to tell people he was currently on another plane when they asked, but he did need money. Silvash became a bit of a cat burglar but confined his stealing to the greedy and evil and always shared the larger part of his haul with the needy. That is until Gaedren Lamm got his hands on him one day. Lamm made him steal and con beat him. One day he stole a holy symbol of Desna while on a job. When Lamm found him he beat him within an inch of his life. Silvash then escaped to the church and hid there for the rest of his youth.
It was now time to head out again and Lamm was on his list of rights to wrong. Maybe his first stop is to the wizard’s old place to see what is going on there.

Dice:

[dice=Rapier]1d20+3[/dice] [dice=Damage]1d6+1[/dice]
[dice=Dagger]1d20+3[/dice] [dice=Damage]1d4+1[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Acrobatics]1d20+5[/dice]
[dice=Climb ]1d20+3[/dice]
[dice=Disable Device]1d20+10[/dice]
[dice=Escape Artist]1d20+5[/dice]
[dice=Kn: Arcana]1d20+4[/dice]
[dice=Kn: Dungeoneering]1d20+7[/dice]
[dice=Kn: Local]1d20+7[/dice]
[dice=Linguistics]1d20+7[/dice]
[dice=Sleight of Hand]1d20+5[/dice]
[dice=Spellcraft]1d20+4[/dice]
[dice=Stealth]1d20+5[/dice]
[dice=Fort Save]1d20+0[/dice]
[dice=Reflex Save]1d20+5[/dice]
[dice=Will Save]1d20+1[/dice]