Anevia Tirablade

Talia Burrows's page

496 posts. Alias of DBH.


Full Name

Talia Burrows

Race

Half-elf

Classes/Levels

Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Gender

Female

Size

Medium

Age

24

Alignment

CG

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

About Talia Burrows

A slender Half-elf woman, with thick black hair tied casually back, and warm brown eyes. Attractive and easy going, always dressed practically in a tan shirt under a leather vest, stocked with the tools of her trade.

Talia had an unremarkable childhood, growing up with two Half-elf parents in a small village, only her insatiable curiosity towards the local ruins marked out from any of thousands of village children.

She left home when old enough and has spent the last few years working to become a trap finder, one that expeditions will hire.

TALIA BURROWS

Female Half-Elf (Varisian) rogue 3. CG medium humanoid (elf, human)

Init +7; Senses Low-Light Vision, Perception +11,

Languages Common, Cyclops, Draconic, Elven, Giant, Goblin, Osiriani, Thassilonian, Varisian

AC 16, touch 13, flat-footed 13

hp 22 (3HD). Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects

Defensive Abilities Danger Sense +1, Evasion,

Ranged crossbow, light +5 (1d8/19-20), within 30 ft. +6 (1d8+1)
Melee dagger (alchemical silver) +5 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +5 (1d4+3/19-20), within 30 ft. +6 (1d4+3)
Melee dagger (cold iron) +5 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +5 (1d4+4/19-20), within 30 ft. +6 (1d4+4)
.
Base Atk +2; CMB +2; CMD 15

Atk Options Sneak Attack 2d6,
Special Actions
Abilities Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 13

Special Qualities Adaptability, Elf Blood, Elven Immunities, Finesse Training, Keen Senses, Low-Light Vision, Multitalented, Trapfinding, Trap Spotter, Weapon Choice (Dagger),

Feats Improved Initiative, Point-Blank Shot, Skill Focus (Perception), Weapon Finesse

Skills
Acrobatics +9,
Appraise +3,
Bluff +5,
Climb +5,
Diplomacy +5,
Disable Device +12,
Disguise +1,
Escape Artist +8,
Intimidate +1,
Knowledge (Dungeoneering) +8,
Knowledge (History) +9,
Knowledge (Local) +9,
Linguistics(Giant, Goblin) +8,
Perception +11, Perception (Avoid Surprise) +12, Perception (Trapfinding) +12,
Ride +3,
Sense Motive +6,
Sleight of Hand +9,
Stealth +9,
Swim +4,
Use Magic Device +5,

Possessions studded leather; outfit (explorer's); thieves' tools (masterwork); blanket (winter); Crossbow, Light ; Backpack, Masterwork [ Gear Maintenance Kit; Grooming Kit; Survival Kit (Common); ]; Belt Pouch [ Wire Saw (Common); ]; Wrist Sheath [ Dagger (Alchemical Silver); ]; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); ]; Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Attached You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a -1 penalty on Will saves and a -2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for 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 (if you have trap sense from another class).

Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

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.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Scholar of the Great Beyond (Knowledge (History)) Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon Choice (Dagger) (Ex) Dexterity to Damage with Dagger