Falconer

Talarin Durand's page

265 posts. Alias of John Hathaway.


Classes/Levels

retired

About Talarin Durand

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Talarin Durand
TAL-ah-rin dur-AND
Human rogue [acrobat] 3/ sorcerer (shadow) 3
Ht: 5'5" // Wt: 109 lbs // Age: 22
XP: 10,000/15,000
Favored Class: Sorcerer (+1 spell known per level)
Alignment: Chaotic Good
Languages: Common, Varisian, Taldane, Halfling

==============STATS=============
Str: 10 (+0) // Dex: 17 (+3) // Con: 10 (+0)
Int: 13 (+1) // Wis: 12 (+1) // Cha: 18 (+4)
================================

Base Stats (25 point buy):

Str 10 (+0 pt)
Dex 16 (+10 pts) +1 @ lvl4
Con 10 (+0 pt)
Int 13 (+3 pt)
Wis 12 (+2 pts)
Cha 16 (+10 pts) +2 racial

Combat Info
HP: 32 (8 [Rogue 1] + 4 [Rogue 2] + 4 [Sorc 1] + 8 [Rogue 3] + 4 [Sorc 2] +4 [Sorc 3])
BAB: +3
CMB: +3
CMD: 16 (18 vs disarm)
Initiative: +4
Speed: 30

AC: 17 (13 T / 14 FF) (+4 armor, +3 dex)
Fort: +3
Ref: +7
Will: +5

Masterwork Short Sword: +7 (1d6 19/20x2)
Masterwork Whip: +7 (1d2 x2) [non-leathal] [15ft reach] [disarm, trip]
Spiked Gauntlet: +6 (1d4 x2)
Masterwork Hand Crossbow: +7 (1d4 19/20x2) [30 ft increment]

Equipment
Coins: 1708.84
Backpack
Bedroll
Belt pouch
Caltrops (5)
Deed
Flute
Harrow deck (heirloom)
Hip flask
Mess kit
Nightdrops (5)
Potion of cure moderate wounds
Potion of invisibility
Reinforced scarf
Sleeves of many garments
Soap
Spell component pouch
Thieves' tools, masterwork
Trail rations (5)
Traveler's outfit
Wand of shield (42 charges)

Spiked gauntlet
Short sword, masterwork
Whip, masterwork
Hand crossbow, masterwork
Bolts (20)
Chain shirt, mithral

starting gear:

Backpack ... 2 gp
Bedroll ... 1 sp
Belt pouch ... 1 gp
Caltrops (5) ... 5 gp
Flute ... 5gp
Hip flask ... 1 gp
Harrow deck (heirloom) ... 100 gp
Mess kit ... 2 sp
Nightdrops (5) ... 250 gp
Reinforced scarf ... 10 gp
Sleeves of many garments ... 200 gp
Soap ... 1 cp
Spell component pouch ... 5 gp
Thieves' tools, masterwork ... 100 gp
Trail rations (5) ... 2.5 gp
Traveler's outfit ... 1 gp

Spiked gauntlet ... 5 gp
Short sword, masterwork ... 310 gp
Whip, masterwork ... 301 gp
Hand crossbow, masterwork ... 400 gp
Bolts (20) ... 2 gp
Chain Shirt, mithral ... 1100 gp

Starting Gold: 3000 gp
Spent: 2800.81 gp
Remaining: 200.19 gp

Rogue Class Abilities
Sneak Attack (Ex): +2d6

Expert Acrobat (Ex): At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.

Second Chance (Ex): At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense.

Rogue Talents:
Combat Trick: Gain a bonus Combat Feat (Exotic Weapon Proficiency (whip))

Sorcerer Class Abilities
Bloodline Arcana: Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell's level for 1d4 rounds.

Bloodline Power:
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

Traits, Feats, and Skills
Traits: Arcane Temper (magic), Life of Toil (social)
Feats: Combat Expertise (Hu 1), Weapon Finesse (Lvl 1), Exotic Weapon Proficiency (whip) (Rog 2), Eschew Materials (Sorc 1), Improved Disarm (Lvl 3), Weapon Focus (whip)
Racial Traits: Bonus Feat, Skilled (+1 skill point/lvl)

Detailed Traits:

Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Life of Toil: You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

Detailed Feats:

Combat Expertise: Prereqs: Int 13
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Exotic Weapon Proficiency (whip): You are proficient with the selected weapon and no longer take penalties for its use.

Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Improved Disarm: Prereqs: Int 13, Combat Expertise
You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Weapon Focus (whip): Prereqs: BAB +1, proficiency w/ weapon
Benefit: You can a +1 to hit when using the selected weapon.

Detailed Skills:

Skill Points/level (rogue): 10 = 8(class) + 1(int) +1(racial)
Skill Points/level (sorcerer): 5 = 2(class) + 1(int) +1(racial) +1(favored class)
class skill // Armor Check Penalty = 0 // Total Skill Points = 45

Acrobatics: +10 = +4(ranks) +3(trained) +3(dex)
Appraise: +5 = +1(ranks) +3(trained) +1(int)
Bluff: +11 = +4(ranks) +3(trained) +4(cha)
Climb: +0 = +0(ranks) +0(str)
Craft: +1 = +0(ranks) +1(int)
Diplomacy: +11 = +4(ranks) +3(trained) +4(cha)
Disable Device: +13 = +5(ranks) +3(trained) +3(dex) +2(circumstance[tools])
Disguise: +8 = +1(ranks) +3(trained) +4(cha)
Escape Artist: +10 = +4(ranks) +3(trained) +3(dex)
Fly: +3 = +0(ranks) +3(dex)
Handle Animal: +1 = +0(ranks) +1(wis)
Heal: +1 = +0(ranks) +1(wis)
Intimidate: +4 = +0(ranks) +4(cha)
Knowledge (arcana): +8 = +4(ranks) +3(trained) +1(int)
Knowledge (dungeoneering): +1 = +0(ranks) +1(int)
Knowledge (engineering): +1 = +0(ranks) +1(int)
Knowledge (geography): +1 = +0(ranks) +1(int)
Knowledge (history): +1 = +0(ranks) +1(int)
Knowledge (local): +5 = +1(ranks) +3(trained) +1(int)
Knowledge (nature): +1 = +0(ranks) +1(int)
Knowledge (nobility): +1 = +0(ranks) +1(int)
Knowledge (planes): +1 = +0(ranks) +1(int)
Knowledge (religion): +1 = +0(ranks) +1(int)
Linguistics: +6 = +2(ranks) +3(trained) +1(int)
Perception: +6 = +2(ranks) +3(trained) +1(wis)
Perform (flute): +8 = +1(ranks) +3(trained) +4(cha)
Profession: +1 = +0(ranks) +1(wis)
Ride: +1 = +0(ranks) +1(dex)
Sense Motive: +5 = +1(ranks) +3(trained) +1(wis)
Sleight of Hand: +11 = +5(ranks) +3(trained) +3(dex)
Spellcraft: +5 = +1(ranks) +3(trained) +1(int)
Stealth: +11 = +5(ranks) +3(trained) +3(dex)
Survival: +1 = +0(ranks) +1(wis)
Swim: -0 = +0(ranks) +0(str)
Use Magic Device: +4 = +0(ranks) +4(cha)

Background:

Born to owners of a small but successful merchant house, Talarin spent most of her early life in a caravan travelling along the shore of Lake Encarthan between Nirmathas and Lastwall. As she was leaving childhood behind and just beginning to develop into a young woman, her family's business had grown to the point that they were able to settle down in Tamran and employ caravan drivers rather than oversee each trip directly. It was a bitter sweet transition for young Talarin.

Despite the constancy having a stable home provided, adolescent Talarin was often mistreated by other workers in the warehouse for the favor she garnered just for being the owners' daughter. Talarin didn't feel like she garnered special treatment and suffered the verbal abuse with a decent amount of restraint, remaining stoic and cold in front of her accusers, but the truth was their words hurt her deeply. She learned to hide her feelings behind honeyed words and wry jokes, but the years of mistreatment hardened her on the inside and left her mistrustful and guarded. To deal with the hurt, Talarin took to finding solace in music, and has developed a fondness for the flute. She is especially fond of playing lilting, somber tunes in the darkening twilight and the virgin hours after dusk. For some reason, she's always felt comfortable and safe in the cool embrace of the early night.

Though her family knew increasing success with their merchant enterprises, it was, sadly, not to last. Swindled, harrassed, and in the end extorted to the breaking point by Razmirans, the Durand Mercantile Caravan eventually succumbed and broke beneath a glut of debt and a sullied reputation. In the years since, Talarin's been mostly on her own, making ends meet by working for other passing caravans or running inventory for local tradesmen while at the same time working to undermine any Razmirans or corrupt businesses she comes across. She's constantly thinking of the kinder days her family knew years before, and devotes much of her free time working to see those days restored. She spends some of this time at Gar's Last Meal, gathering information from patrons too drunk to realize what they're saying or how loud they're saying it.

Appearance/Personality/Mannerisms:

Talarin is charming, lithe young woman in her early twenties with dark red hair, a button nose which she unknowingly crinkles when amused, and a fair complexion. Her hands are calloused and her clothes worn and patched in several spots, clear evidence of her familiarity with manual labor. Her small frame hasn't ever lent much to her being particularly strong, but her constant work and labor has left her both fit, quick, and balanced on her feet.

Talarin, or "Rain" as she now prefers, is not a particularly trusting sort despite her apparent charm. She learned long ago from her parents that people always look out for themselves above all else, and that no one would be unwilling to cheat her if they thought they'd get away with it. Further ill treatment during her adolescence from her co-workers reinforced this idea for her, and Rain is now a cynical adult who's become rather adept at hiding her cynicism behind a pretty smile or a clever joke. She uses humor to keep people at an emotional distance, but despite her jaded experiences she still harbors a good heart beneath it all, especially for the downtrodden and disenfranchised.

Rain has picked up a few languages in her family's travels ("Always pays to know what people say about you when they think you don't understand a word off o' their forked tongues," her father used to always say). Most of what she's learned has been in the interest of brokering deals and are the prominent languages in the region, but when she was younger, Brethenwiddle Smith, a white haired, bespectacled halfling with a warm laugh and shining eyes, taught her his native tongue during their travels. Brethenwiddle was a teamster her parents hired who stayed with the company for nearly a decade before he passed away. In addition to the finer nuances of halfling maledictions, it was Brethenwiddle who taught young Talarin timings and tempo, fun parlor tricks with his worn deck of harrow cards, and even how to handle a whip. Even now, nearly a decade since he passed, Rain still has a propensity to swear in the halfling's tongue, a habit Brethenwiddle would find particularly endearing and amusing were he still alive.

Goals/Motivations:

Rain is determined at this stage of her life, but still lacks a long term plan. She's been going through the motions working for other caravaners, but she's terribly driven to bring ruin to the Razmirans and to restore her family's business. Any even halfway promising opportunity to further these goals is one she'll leap at the chance to take, especially if it promises the financial wherewithal she could use to either help her family or hurt the Razmirans.

Rain finds extortion and dishonest business to be utterly abhorent, and given the time she'll eventually start to flirt with the idea of vigilanteism - surruptiously hurting corrupt businesses and secretly feeding their ill-gotten gains back to reputable businesses in a Robin Hood kind of way. And to clarify, Rain isn't put off by shrewdness or clever bartering, she understands each side of the deal is trying to feed their family and it's just the job. But she draws a line at egregious low-ball offers or obvious attempts to take advantage of the other party's ignorance.

Rain would love to out all the Razmirans in Nirmathas and beyond, but they are far beyond her short reach at the moment. Still, she tries to do what she can in Tamran and has broadened her focus to any who would seek to make a few coppers at the expense of the common folk. Once she reestablishes her family's credibility, she hopes her family can renew the business while she stays in the shadows, keeping the blackmailers, saboteurs, and other thugs at bay before they can do any harm.

Mechanically speaking, Rain is steering toward the Arcane Trickster Prestige class, eventually having 3 levels of rogue (acrobat archetype) and 4 of sorcerer (shadow bloodline) to qualify. I would love for her to actually graduate at some point into a full fledged masked vigilante. I'd especially like it if her other persona were built off an existing group in the world, but altered just enough to make her different and build up her mystique in the public's eye. For instance: if she were to ever see a Red Mantis Assassin, she might be inspired to one day become the Grey Mantis. Hopefully, she'd be successful enough in her endeavors that when it's time for her to retire, she can pass the the mask to another gifted people's champion who can take up the cause in turn.

Macros:

[spoiler=Status]
HP: 32/32
AC: 17 (13 T / 14 FF)
CMD: 16 (18 vs disarm)
F/R/W: +2/+6/+4
Second Chance: [ ]
[i]Shadowstrikes[/i] used: 0/7
[i]Shield[/i] charges used: 5/42

Spell Slots:
Cantrips (--) - arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, prestidigitation, ray of frost
Level 1 (5+1) - [ ], [ ], [ ], [ ], [ ], [ ]

Ongoing Effects

[/spoiler]

[dice=Concentration]1d20+7[/dice]
[dice=Spell Failure (1-10 = Fail)]1d100[/dice]
[dice=ray of enfeeblement]1d20+6[/dice][dice=for]1d6+1[/dice][ooc]strength penalty (does not stack w/ itself)[/ooc]
[dice=ray of frost]1d20+6[/dice][dice=for]1d3[/dice]

[dice=Disarm (whip)]1d20+12[/dice]

[dice=Spiked Gauntlet]1d20+6[/dice][dice=for]1d4[/dice]
[dice=Mwk Short Sword]1d20+7[/dice][dice=for]1d6[/dice]
[dice=Mwk Hand Crossbow]1d20+7[/dice][dice=for]1d4[/dice]