Damiel Morgethai

Silvash Auerial's page

494 posts. Alias of trawets71.


Full Name

Silvash Auerial

Race

Elf

Classes/Levels

Rogue 1| AC 16 FF 13 Touch 13| HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Gender

Male

Size

Medium

Age

121

Alignment

Chaotic Good

Deity

Desna

Languages

Auran, Common, Draconic, Elven, Orc, Sylvan

Strength 13
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 10

About Silvash Auerial

Character Sheet:

Medium Humanoid (Elf)
Init +3; Low Light Vision; Perception +7
DEFENSE

AC: 16 Flat AC: 13 Touch AC: 13 (+3 armor, +3 dex)
HP: 9 (1d8+1)
Fortitude: +1 Reflex: +5 Will: +1; +2 v. Enchantment
Immune: Magic Sleep Effects

OFFENSE
Speed: 30
Ranged: Dagger +3 (1d4+2/19–20/×2) Ranged 10'
Melee: Rapier +1 (1d6+1/18–20/×2)
Melee: Dagger +1 (1d4+1/19–20/×2)

Statistics
Str 13, Dex 16, Con 12, Int 16, Wis 12, Cha 10
Languages: Auran, Common, Draconic, Elven, Orc, Sylvan,
Base Atk +0; CMB +1; CMD 14

SKILLS

Skill Ranks: Acrobatics +6 (1), Disable Device +7 (1), Escape Artist +6 (1), Kn: Arcana +4 (1), Kn: Dungeoneering +7 (1), Kn: Local +7 (1), Linguistics +7 (1), Perception +7 (1) (+1 to find traps), Sleight of Hand +6 (1), Spellcraft +4 (1), Stealth +6 (1) Total: 11

Favored Class: Wizard +1 hp per level.

Rogue Abilities:

Weapon and Armor Proficiency: 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.

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.

Feats and Traits:

FEATS
1-Weapon Finesse

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.

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: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Gear:

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

Total: 49.5 50/100/150

64 gp 6 sp

Backstory:

Silvash was raised in Oakhurst by his parents Dardarla and Lantiss Auerial; at least until his mother Dardarla went missing in the Sunless Citadel. Silvash was raised with magic in his blood but put those studies on hold to find his mother. He knew his magic was no match for hers so he instead honed his skills against traps. His father fears his going to find her and tried to convince him not to go. Silvash wants nothing more than to get closure on his mother’s disappearance.

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+6[/dice]
[dice=Disable Device]1d20+7[/dice]
[dice=Escape Artist]1d20+6[/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+6[/dice]
[dice=Spellcraft]1d20+4[/dice]
[dice=Stealth]1d20+6[/dice]
[dice=Fort Save]1d20+1[/dice]
[dice=Reflex Save]1d20+5[/dice]
[dice=Will Save]1d20+1[/dice]