Crow

Thera Ven's page

255 posts. Alias of Kevin Hogan.


Full Name

The Raven

Race

Human

Classes/Levels

Mobile Fighter 14 Acrobat 2

Gender

Male

Size

the night

Age

He has stalked the bearded twilight since time immemorial. 27.

Location

the darkness of Westcrown

Languages

Common, Halfling, Infernal, Terran

Strength 18
Dexterity 24
Constitution 12
Intelligence 14
Wisdom 14
Charisma 14

About Thera Ven

If you were to ask me, I would say that The Raven falls somewhere on the Zorro <-> The Tick axis with liberal dashes of Douglas Fairbanks and Errol Flynn. But why would you ask me?

He fights from his left for the side of right. What can you say about such a man?

He wears black and fights in the shadows. He is a fool.

The Raven:

THE RAVEN
Male Human Mobile Fighter 13 Acrobat 2
CG Medium Humanoid (Human)
Init +11; Senses Perception +21
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DEFENSE
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AC 36, touch 19, flat-footed 31 (+13 armor, +4 Dex, +1 Dodge, +4 enhancement, +4 deflection)
hp 172 (2d8+14d10+16)
Fort +13, Ref +17, Will +9 (+14 against Enchantment Effects)
Defensive Abilities Agility 4, Combat Reflexes, Deflect (Snatch) Arrows, Evasion, Mobility
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OFFENSE
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Spd 40 ft.
Melee Black MW Dueling Sword +22/+17/+12 (1d8+10/19-20/x2) and
Black +4 Keen Dueling Sword +25/+20/+15 (1d8+14/17-20/x2) and
. . Rapier +19/+14/+9 (1d6+4/18-20/x2) and
. . MW Rapier +20/+15/+10 (1d6+4/18-20/x2) and
. . Unarmed Strike +19/+14/+9 (1d3+4/20/x2)
Throw Anything +22/+17/+12 (variable, damage +1 step, 19-20/x2)
. . Darts +22/+17/+12 (1d4+2/20/x2/20 feet)
Special Attacks Leaping Attack +3, Sneak Attack +1d6, +2 bonus on Strength checks made to break or destroy objects
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STATISTICS
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Str 18, Dex 24, Con 12, Int 14, Wis 14, Cha 14
Base Atk +15/+10/+5; CMB +18; CMD 35 (flat-footed 27)
Feats Armor Training 2, Blind Fight, Combat Reflexes, Critical Focus, Deflect Arrows, Dodge, Fighter Weapon (and Armor) Proficiencies, Greater Weapon Focus (Dueling Sword), Greater Weapon Specialization (Dueling Sword), Improved Initiative, Improved Unarmed Strike, Improvised Weapon Mastery, Leadership, Leaping Attack 3, Mobility, Penetrating Strike, Rapid Attack, Rogue Weapon Proficiencies, Snatch Arrows, Throw Everything, Weapon Focus (Dueling Sword), Weapon Specialization (Dueling Sword)
Traits Augmented Disguise, Shadow Child
Skills Acrobatics +25* (+30* leaping), Appraise +6, Bluff +10, Climb +10*, Diplomacy +6, Disable Device +11*, Disguise +11, Escape Artist +13*, Intimidate +10, Knowledge (Local) +6, Knowledge (Nature) +5 (+7 monstrous humanoids), Knowledge (Nobility) +5, Knowledge (Religion) +5, Linguistics +6 (Terran), Perception +21, Perform: Oratory +7, Profession (Scribe) +6, Ride +10*, Sense Motive +15, Sleight of Hand +14*, Stealth +25*, Survival +6 (+8 not getting lost), Swim +1*, Use Magic Device +7
(* -1 Armor Check included)
Languages Common, Halfling, Infernal, Terran
SQ Stand Up (Ex)
Combat Gear Alchemist's Fire (6), Black MW Dueling Sword, Black +4 Keen Dueling Sword, Darts (4), 8 bolts poisoned with Blue Whinnis, Masterwork Chain Shirt (not worn), +1 Agile Breastplate (not worn), +4 Heavy Fortification Mithral Full Plate, Rapier, MW Rapier, +4 Amulet of Natural Armor, +4 Ring of Protection, +4 Belt of Physical Might, Seducer's Bane; Other Gear 'Gravlax d'Antonio' costume, Backpack, Masterwork (empty), bottle of century-old Elven spirits, Boots of Striding and Springing, +3 Cloak of Resistance, continual flame crystal lantern, Crowbar, Delvehaven ledgers (+8 to appraise or identify objects found in Delvehaven), Disguise kit (6 uses), Expensive book, Goggles of Night, Grappling hook, Handy Haversack, Hat of Disguise, Key to a Prison Carriage, Leather Portfolio w/Delvehaven mark, Marbles, Mirror, small steel, misc. small gems (200 gp worth), Nice outfit, male, Nice outfit, female, nuts, octagonal continual flame gems (3), Paperwork (see "P" spoiler on Gravlax's sheet -- The Raven doesn't care about paperwork), Potion of Invisibility (3), Potion of Neutralize Poison, Ring of Keys, Ring of Sustenance, Rope, silk (50 ft.), salt (5 sp worth), Sansone signet ring, Wayfinder, Lilies of the Valley (9)
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SPECIAL ABILITIES
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Agility 4 (Ex) +4 bonus on saving throws against effects which paralyze, slow, or entangle.
Armor Training 2 Armor Check penalties reduced by 2. Maximum Dex bonus increased by 2. Can move at normal speed wearing Medium Armor or Heavy Armor.
Blind Fight (fighter) In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Combat Reflexes (fighter) May make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May also make attacks of opportunity while flat-footed.
Critical Focus +4 circumstance bonus on attack rolls to confirm critical hits.
Deflect Arrows Deflect an incoming projectile once per round.
Dodge (fighter) +1 Dodge bonus to AC.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Expert Acrobat (Ex) No armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. +2 competency bonus on Acrobatics and Fly skill checks while unarmored.
Greater Weapon Focus (Dueling Sword) Additional +1 bonus on all attack rolls you make using the selected weapon.
Greater Weapon Specialization (fighter bonus feat) Another +2 damage to attacks made using the selected weapon.
Improved Initiative (figher) +4 to Initiative checks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improvised Weapon Mastery You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Leadership 18
Leaping Attack 3 (Ex) When a mobile fighter moves at least 5 feet prior to attacking, he gains a +3 bonus on attack and damage rolls.
Mobility +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. This is lost when Dex bonus to AC is lost.
Penetrating Strike (fighter) Ignore up to 5 points of damage reduction with Weapon Focus weapon. This feat does not apply to damage reduction without a type (e.g. 10/-).
Rapid Attack (Ex) A mobile fighter can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement.
Shadow Child No 20% miss chance for attacks in dim lighting.
Snatch Arrows May choose to catch deflected projectile. Can immediately be thrown back as an attack against the original attacker (out of turn). Must have one hand free.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spring Attack (fighter) As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Stand Up (Ex) Stand up as a free action instead of a move action.
Throw Everything (fighter) No penalties for using an improvised ranged weapon. +1 circumstance bonus on attack rolls made with thrown splash weapons.
Weapon Focus (Dueling Sword) +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (fighter bonus feat) +2 damage to attacks made using the selected weapon.

1 potion of cure moderate wounds (2d8+3)
1 potion of cure serious wounds (3d8+5)
4 Grave Candles
1 potion of lesser restoration (dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued.)
4 antitoxin (+5 to saving throws against poison)
1 potion of Neutralize Poison
3 potions of Invisibility

Hat of Disguise = +10, Augmented Disguise = +2, Disguise Kit = +2