Damiel

Vaelen Strongbow's page

23 posts. Alias of Hyregoth.


Race

Male Elf

Classes/Levels

Rogue/2

Gender

Male

Size

Medium

Age

175

Special Abilities

Sneak Attack +1d6, Trap Finder,

Alignment

Unaligned

Deity

Erevan Ilesere

Location

Arrabar

Languages

Common, Elven, Treantish

Occupation

Scout/Warden of the Chondath

Strength 10
Dexterity 18
Constitution 8
Intelligence 13
Wisdom 12
Charisma 15

About Vaelen Strongbow

Initiative: +6
AC: 18

Fort: +0
Reflex: +6
Will: +1

Melee: +2
Ranged: +6

Skills: Acrobatics +8, Appraisal +5, Bluff +7, Climb +5, Disable Device +9, Preception +10 (+5 Skill, +1 Wis, +2 FR Trait, +2 Elf), Stealth +9, Use Magic Device +8, Knowledge (Local/Chondath)+5, Slight of Hand +8, Diplomacy +6, Sense Motive +5, Knowledge (Dungeoneering) +5.

Rogue Talent: Combat Trick (Gain Combat Feat)
Feats: Combat Expertise, Improved Feint
Trait: Armor Expert (Armor causes -1 Skill penalty)
FR Trait: Blooded (Inner Sea Elf) +2 Perception, +2 Initiative
Elf: Keen (+2 Perception), Immune to Sleep and Charm, +2 Save vs Enchantment.

Equipment:
MW Longbow w/40 arrows
MW Longsword
Dagger
Sap
MW Chain Shirt +4/+4
Backpack
Bedroll
MW Thieves Tools
Flint
Parchment x2
Chalk X5
Rations x2
50' Silk Rope
Water Skin
Grappling Hook
Torches x5
Gold: 117

Vaelen was a member of one of the many traveling bands of Wild Elves attempting to keep Human expansion into the forest of Chondath at bay. As an Inlfiltrator, he traveled the land with his brethren listening in to conversations around the human settlements until, one day, he met up with a group of adventures seeking to rid the City of Arrabar of their vermin infestation.

Vaelen and his wandering band worship Erevan Ilesere mostly but the other gods of the Elven pantheon are celebrated as well. Though keen on keeping the forest safe, Vaelen does not share the hatred of humans as some in the realm do. He is on good terms with the Treants of the Forest from whom he was given his namesake...Strongbow (Masterwork Longbow made of a very special variety of Yew).

Feint:
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn. When feinting against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it’s impossible. Feinting in combat does not provoke attacks of opportunity.

Feinting as a Move Action: With the Improved Feint feat, you can attempt a feint as a move action.