Aeron the Enforcer

The Champion of house Vortrix Reborn in Emeraldaeon's Stony Flesh...

Description:

Name: Aeron Vortrix the Wrathful
Race: Oread (Earth Elemental)
Class: Rogue 5, Assassin 10, Earth Sorcerer 2.
Alignment: Fanatic (Usurp the Throne), Loner; Mp = 6/ 11.
Player: NPC/ John
Quote: “You think you know me…”.

ST: 10 +0
DX: 20 +5
CO: 12 +1
IN: 12 +1
WI: 14 +2
CH: 12 +1

HP: 77 / 77 AC: 23 (18ff, 17 Touch)
BAB: + 12/ 7/ 2 (Melee: + 12, 7, 2/ _ Ranged: + 17, 12, 7).
F/R/W: +10 / 16 / 13 Resistences: Acid Resistance 5. + 5 vs. Poison.
Balanced Daggers + 2: + 21/ 16/ 11 and + 21/ 16/ 11.
Daggers: + 19/ 14/ 9 and + 19/ 14/ 9
Rays/ Wand: +17 (spell effects, Acid Ray d6 + 1)
Sling with Magic Stone + 18/ 13/ 8 (d6 + 1 B, 30’ri, Spittle?).
Sneak Attack: As Above (As Above + 8d6 + 9 Bleed).
NOTE: 9 points Bleed Damage on successful sneak attack!

Race: Oreads are defined by class levels—they do not possess
racial Hit Dice. Oreads have the following racial traits.
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are
strong, solid, stable, and stoic.
Darkvision: Oreads can see in the dark up to 60 feet.
Spell-Like Ability: Magic stone 1/day (caster level equals
the oread’s total Hit Dice).
Elemental Resistance: Oreads have acid resistance 5.
Elemental Affinity: See above.
Languages: Oreads begin play speaking Common
and Terran. Oreads with high Intelligence scores can
choose any of the following bonus languages: Aquan,
Auran, Dwarven, Elven, Gnome, Half ling, Ignan, and
Undercommon.
Elemental Affinity (Ex) Oread sorcerers with the
Elemental (earth) bloodline treat their Charisma score as 2
points higher for all sorcerer spells and class abilities. Oread
clerics with the Earth domain cast their domain powers and
spells at +1 caster level.

Feats (9): (Bonus: Eschew Materials) 1) Weapon Finesse (Daggers), 3) Two Weapon Fighting, 5) Quick Draw, 7) Weapon Focus (Daggers), 9) Improved Two Weapon Fighting, 11) Dazzling Display, 13) Shatter Defenses, 15) Greater Two Weapon Fighting, 17) Greater Weapon Focus (Daggers).

Class Feats: WGP (Assassin, Rogue, Simple), AGP (Light).

Skills (8 + Int 1 + Favored Class 1 = 10)
Ranks + Attribute + Class/Misc = Bonus at Level 1.
Acrobatics 16 + 5 + 3 = + 24
Bluff 16 + 1 + 3 = + 20
Disable Device 15 + 5 + 3 = + 23
Disguise: 5 + 1 + 3 = + 9
Escape Artist 5 + 5 + 3 = + 13
Intimidate* 5 + 1 + 3 = + 9
Perception 17 + 2 + 3 = + 22
Sense Motive 5 + 2 + 3 = + 10
Sleight of Hand 5 + 5 + 3 = + 13
Stealth 17 + 5 + 8 = + 30
*For use with Dazzling Display!

Class Abilities:
Sneak Attack 8d6: 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.
Trapfinding + 2: A rogue adds 1/2 her level to Perception
skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A rogue can use Disable Device
to disarm magic traps.

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:

Bleeding Attack* (Ex) 8 bleed: A rogue with this ability can cause
living opponents to bleed by 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 (e.g., 4d6 equals 4 points of bleed). Bleeding
creatures take that amount of damage every round 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. Bleeding damage bypasses any
damage reduction the creature might possess.

Fast Stealth (Ex): This ability allows a rogue to move at
full speed using the Stealth skill without penalty.
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.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can
react to danger before her senses would normally allow
her to do so. She cannot be caught f lat-footed, even if the
attacker is invisible. She still loses her Dexterity bonus to
AC if immobilized. A rogue with this ability can still lose
her Dexterity bonus to AC if an opponent successfully uses
the feint action (see Chapter 8) against her.

Death Attack (Ex): If an assassin studies his victim for 3
rounds and then makes a sneak attack with a melee weapon
that successfully deals damage, the sneak attack has the
additional effect of possibly either paralyzing or killing the
target (assassin’s choice). Studying the victim is a standard
action. The death attack fails if the target detects the
assassin or recognizes the assassin as an enemy (although
the attack might still be a sneak attack if the target is denied
his Dexterity bonus to his Armor Class or is f lanked). If the
victim of such a death attack fails a Fortitude save (DC 10 +
the assassin’s class level + the assassin’s Int modifier) against
the kill effect, she dies. If the saving throw fails against the
paralysis effect, the victim is rendered helpless and unable
to act for 1d6 rounds plus 1 round per level of the assassin.
If the victim’s saving throw succeeds, the attack is
just a normal sneak attack. Once the assassin has
completed the 3 rounds of study, he must make the
death attack within the next 3 rounds.
If a death attack is attempted and fails (the
victim makes her save) or if the assassin does not
launch the attack within 3 rounds of completing
the study, 3 new rounds of study are required before
he can attempt another death attack.

Poison Use: Assassins are trained in the use of
poison and cannot accidentally poison themselves
when applying poison to a blade (see Poison, page 557).
Save Bonus against Poison: + 5.

Improved Uncanny Dodge (Ex): At 5th level and higher,
an assassin can no longer be f lanked. This defense
denies a rogue the ability to sneak attack the assassin by
f lanking him, unless the attacker has at least four more
rogue levels than the target has assassin levels.
If a character already has uncanny dodge from another
class, the levels from the classes that grant uncanny dodge
stack to determine the minimum rogue level required to
f lank the character.

Quiet Death (Ex): At 6th level, whenever an assassin
kills a creature using his death attack during a surprise
round, he can also make a Stealth check, opposed by
Perception checks of those in the vicinity to prevent them
from identifying him as the assailant. If successful, those
nearby might not even notice that the target is dead for a
few moments, allowing the assassin to avoid detection.

Hide in Plain Sight (Su): At 8th level, an assassin can use
the Stealth skill even while being observed. As long as he is
within 10 feet of some sort of shadow, an assassin can hide
himself from view in the open without having anything
to actually hide behind. He cannot, however, hide in his
own shadow.

Swift Death (Ex): At 9th level, once per day, an assassin
can make a death attack against a foe without studying the
foe beforehand. He must still sneak attack his foe using a
melee weapon that deals damage.
Angel of Death (Su): At 10th level, the assassin becomes
a master of death. Once per day, when the assassin makes
a successful death attack, he can cause the target’s body to
crumble to dust. This prevents raise dead and resurrection
(although true resurrection works as normal). The assassin
must declare the use of this ability before the attack is made.
If the attack misses or the target successfully saves against
the death attack, this ability is wasted with no effect.

Cantrips: Sorcerers learn a number of cantrips, or 0-level
spells, as noted on Table 3–15 under “Spells Known.” These
spells are cast like any other spell, but they do not consume
any slots and may be used again.
Bloodline: Each sorcerer has a source of magic somewhere
in her heritage that grants her spells, bonus feats, an
additional class skill, and other special abilities:
Bloodline Arcana: Whenever you cast a spell that deals
energy damage, you can change the type of damage to
match the type of your bloodline. This also changes the
spell’s type to match the type of your bloodline.

Elemental Ray (Sp) d6 Acid, 4 per day.: Starting at 1st level, you can unleash an
elemental ray as a standard action, targeting any foe within
30 feet as a ranged touch attack. This ray deals 1d6 points of
damage of your energy type + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per
day equal to 3 + your Charisma modifier.

Spell List: 0 – 4, 1 – 2
Bonus: Magic Stone 1/ Day.
0th: 4 Detect Poison, Read Magic, Mage Hand, Message, Light.
1st: 5 Bonus: (Acidic Hands) Ray of Enfeeblement, Ventriloquism.

Equipment (Encumberance: L-/ M-/ H-__):
Cash: 1095 Dragons, X Amber, X Iron.
Dagger + 2, Balanced (d4 + 2 Damage, Type: p, Range: 10’ , Cost: 18,302 Amber Wt: Xlbs.; reduce 2 weapon penalties by 2.) x 2
Murderer’s Elven Chain Shirt + 1 (+5ac, -0acp, +5maxdex, 0%asf, 12.5lbs., cost: 12,405 Dragons; +1 to Bleed Damage, + 5 to Stealth)
Flying Ointment (Cost: 2250 Dragons, Wt: Xlbs; Overland Flight for 9 hours) – In Use
Potion of Cure Serious Wounds (Cost: 750 Dragons, Wt: .1lbs, 3d8 + 5)
Ring of Force Shield (Cost: 8500 Dragons, Wt: nalbs; +2 Shield bonus to AC)
Wand of Touch of Idiocy (Cost: 2250 Dragons, Wt: nalbs; No Save; d6 to all Mental Stats; 30min; 25 Charges)
MC Backpack (Cost: 100 Dragons, Wt: 5lbs)
Dagger x 6 (Cost: 2 Dragons, Wt: 2lbs; Poisoned with Hydro Spittle) each.
Sling
Silk Rope, 250’ (Cost: 50 Dragons, Wt: 5lbs)
Grapnel x 1 (Cost: 25 Dragons, Wt: 6lbs)
Poison – Hydro Spittle (Cost: X? Dragons, Wt: nalbs; 10 Doses; Fdc17 or Sleep 6 rounds)
Cloak of Resistance + 4.
CURRENT ENCUMBERANCE: Xlbs/_____ (X Move Penalty)

Bio:

Aeron has successfully avenged himself against Author Penrose; completing his contract with Chthon. He has somehow arisin as an heir to the Throne of Darkmoon – and is backed by the powerful House Vortrix and it’s mysterious matron…

Aeron the Enforcer

From the Ashes of The Great Convergence GedofParagon