Valeros

Thrane's page

11 posts. Alias of Durendal.


Full Name

Galithrane 'Thrane' Biteblade

Race

Elf

Classes/Levels

Rogue 5

Gender

Male

Size

5'2

Age

135

Special Abilities

Low-light vision, Immune to magic sleep, +2 saving throw against Enchantments

Alignment

Chaotic Good

Location

Andoran

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 14
Charisma 10

About Thrane

Appearance: An odd-looking Elf, hard-seeming and brawny, not so much cool and aloof as embittered and seething with disciplined hate.

Background: Thrane escorted his father into Cheliax to escavate a lost heirloom. Their guide betrayed them and they were captured by a Cheliaxan noble. Thrane spent a decade imprisoned and fighting in crude gladitorial games, while his father sought their freedom by sharing his magical knowledge. A group of Andoran commandoes snuck into the noble's lands seeking to learn the source of his newfound power. Thrane was thrilled at the chance to be rescued, but found that his father had come to view the noble as a true apprentice - unlike Thrane, who preferred to develop his martial skill. Thrane was forced to slay his father so that he, the Andoran's and many other prisoners could go free.

Unable to return to his home, Thrane has settled in Andoran where he continues to hone his skill, and cope with his guilt and rage.

HP: 8 +
AC: 13 + Armor
BAB: 3
CMB: 5
Melee: +5
Ranged: +6

GEAR
Bastard Sword: 1d10, Slashing
Daggers: 1d4
Sword & Dagger 2-Weap Fighting +1/-1
Whip:1d3 non-lethal, +1 Armor Bonus or Natural Armor +3 negates, +2 trip, +2 disarm
Hand Crossbow:
Studded Leather:
Poisons:

FEATS
Defensive Combat Training - +4 to the DC combat maneuvers against you.
Exotic Weapon Pref - Bastard Sword
Two-Weapon Fighting

CLASS FEATURES
Sneak Attack +3d6, Trapfinding, Trap Sense +1
Evasion, Uncanny Dodge
Rogue Talent 1 - Surprise Attacks
Rogue Talent 2 - Bleeding Attack

SKILLS: 45pts total/ranks/class bonus/ability mod

+08 =2+3+3 Acrobatics (Dex)
+05 =2+3+0 Bluff (Cha)
+10 =5+3+2 Climb (Str)
+11 =5+3+3 Disable Device (Dex)
+05 =2+3+0 Disguise (Cha)
+11 =5+3+3 Escape Artist(Dex)
+08 =5+3+0 Intimidate (Cha)
+10 =5+3+2 Perception (Wis) +12 On sight/sound based checks. Elf keen senses.
+09 =3+3+3 Sleight of Hand (Dex)
+11 =5+3+3 Stealth (Dex)
+08 =3+3+2 Swim (Str)
+06 =3+3+0 Use Magic Device (Cha)

MAP

d20 SRD

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 poor illumination.
Keen Senses: Elves receive a +2 bonus on sight- and
sound-based Perception checks. They can make a
Perception check to spot a secret or concealed door if they
pass within 10 feet, regardless of whether or not they are
actively looking.
Elven Immunities: Elves are immune to magic sleep
effects and get a +2 racial saving throw bonus against
enchantment spells or 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 Appraise skill checks
made to identify the properties of magic items.
Weapon Familiarity: Elves are prof icient 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 any
of the following: Draconic, Gnoll, Gnome, Goblin, Orc,
and Sylvan.
Favored Class: The favored class of elves is ranger or
wizard. This choice must be made at 1st level and cannot
be changed.

class skills are Acrobatics (Dex), Appraise
(Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
(Cha), Disable Device (Dex), Disguise (Cha), Escape Artist
(Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int),
Knowledge (local) (Int), Linguistics (Int), Perception (Wis),
Perform (Cha), Profession (Wis), Sleight of Hand (Dex),
Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks Per Level: 8 + Int modifier.

Weapon and Armor Proficiency: Rogues are proficient
with all simple weapons, plus the hand crossbow, rapier,
sap, shortbow, and short sword. Rogues 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 any time 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
it 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 sap (blackjack) 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 or striking the limbs of a creature whose
vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the
Perception skill to locate traps when the task has a
Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or
higher if it is well hidden. Finding a magic trap has a DC
of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device
skill to disarm magic traps. A magic trap generally has a
DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a
Disable Device check can study a trap, figure out how it
works, and bypass it (with her party) without disarming it.

Evasion (Ex): At 2nd level and higher, a rogue can avoid
even magical and unusual attacks with great agility. If she
makes a successful Ref lex 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.
Bleeding Attack (Ex): A rogue with this ability can cause
living opponents to bleed when hitting them with a sneak
attack. This attack causes the target to take 1 additional
point of damage each round for each die of the rogue’s
sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding
creatures take that amount of damage at the start of each
of their turns. The bleeding can be stopped by a DC 15 Heal
check or the application of any effect that heals hit point
damage. Bleeding damage from this ability does not stack
with itself.
Combat Trick: A rogue may gain a combat maneuver feat
in place of a rogue talent.
Fast Stealth (Ex): This ability allows a rogue to move at
full speed using Stealth without penalty.
Finesse Rogue: A rogue may gain the Weapon Finesse feat
in place of a rogue talent.
Ledge Walker (Ex): This ability allows a rogue to move
along narrow surfaces at full speed using Acrobatics
without penalty.
Major Magic (Sp): A rogue with this talent gains the
ability to cast a 1st-level spell from the wizard/sorcerer
spell list. This spell can be cast 2/day as a spell-like ability.
The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the
rogue’s Intelligence modifier. A rogue must have the minor
magic rogue talent before choosing this talent.
Minor Magic (Sp): A rogue with this talent gains the
ability to cast a 0-level spell from the wizard/sorcerer spell
list. This spell can be cast 2/day as a spell-like ability. The
caster level for this ability is equal to half her rogue level.
The save DC for this spell is determined using the rogue’s
Intelligence modifier.
Quick Disable (Ex): It takes a rogue with this ability half
the normal amount of time to disable a trap using Disable
Device (minimum 1 round).
Resiliency (Ex): Once per day, a rogue with this ability
can gain a number of temporary hit points equal to the
rogue’s level. Activating this ability is an immediate
action that can only be performed when she is brought to
below 0 hit points. This ability can be used to prevent her
from dying. These temporary hit points last for 1 minute.
If the rogue’s hit points drop below 0 due to the loss of
these temporary hit points, she falls unconscious and is
dying as normal.
Rogue Crawl (Ex): While prone, a rogue with this ability
can move at half speed. This movement provokes attacks
of opportunity as normal. A rogue cannot take 5-foot steps
while crawling.
Slow Reactions (Ex): Opponents damaged by this rogue’s
sneak attack cannot make attacks of opportunity for 1 round.
Stand Up (Ex): A rogue with this ability can stand up from
a prone position as a free action. This still provokes attacks
of opportunity for standing up while threatened by a foe.
Surprise Attacks (Ex): During the surprise round,
opponents are always considered f lat-footed to a rogue
with this ability, even if they have acted. Opponents who
cannot be caught f lat-footed (such as through improved
uncanny dodge) are immune.
Weapon Training: A rogue may gain the Weapon Focus
feat in place of a rogue talent.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive
sense that alerts her to danger from traps, giving her a +1
bonus on Ref lex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
rise to +2 when the rogue reaches 6th level, to +3 when she
reaches 9th level, to +4 when she reaches 12th level, to +5 at
15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can
react to danger before her senses would normally allow her
to do so. She retains her Dexterity bonus to AC (if any) even if
she is caught f lat-footed or struck by an invisible attacker. She
still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different
class, she automatically gains improved uncanny dodge
(see below) instead.