Selrune  

Details
Class: Race: Alignment: Deity:
Rogue Sar'gaean CHAOTIC!!! (good) Sargaea
Level: Size: Age: Gender:
3 med 125 Female
Height: Weight: Eyes: Hair:
5'5" 119lb Black Black

Abilities
STR 12 +1
DEX 20 +5
CON 12 +1
INT 16 +3
WSD 16 +3
CHA 14 +2
 
Hit Points
TOTAL wounds subdual
30 0 0
Initiative
TOTAL dex other SPEED
9 5 4 80
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
18 10 3 0 5 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
4 2 1 0 0
RANGED = base + dex + magic + other
7 2 5 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 2 1 1 0 0
REFL 8 3 5 0 0
WILL 4 1 3 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Precise Mithral Harpoon +8 1d10 x2 30 ft 5 lb Medium Piercing Special harpoon rules (See Stormwrack) Percise-can be thrown into melee without incurring a penalty
Mithral Trident +4 1d8 x2 10 4 lb medium Piercing
Aquatic Crossbow +7 1d8 19-20 x2 40 ft 4 lb Medium Piercing Uses same range in and out of water. Ammunition-40
MW Crossbow bayonet, sword +5 1d8+1 x3 -- 2 lb medium Piercing Fitted onto end of crossbow, is treated as a spear
Knee Blade 3 1d6 19-20 x2 -- .5 lb medium Piercing Treated as a Shortsword, activated by a sharp, upward jerk of the knee
Sleeve blade 3 1d4 19-20 x2 -- 1 lb medium piercing Treated as dagger, activated by a sharp downward flick of her right wrist.
Elbow Blade (2) 3 1d4 19-20 x2 -- 2 medium piercing Treated as dagger, activated by a quick twist of the forearm. There is one on each arm

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Nacreous Sharkskin Armor Light +3/5 0 6 30 on land 15 Nacreus-+2 Bonus AC against Piercing Weapons Kiel-+2 to swim checks

Feats & Special Abilities
Feat / Ability Description/Notes
Rapid Swimming Swim speed increases by 30 feet
Trapfinding Trapfinding Rogues can use the Search 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 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.
Sneak attack +2d6 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.
Evasion At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex 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.
Trap Sense At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex 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.
Sahuain Flip After making a single melee attack, you can use the withdraw action as a move action.
Languages Aquan, Undercommon, and Sylvan.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Move Silently Dex 11 5 6
Open Lock Dex 13 5 6 2
Hide Dex 11 5 6
Bluff Cha 8 2 6
Slight of Hand Dex 13 5 6 2
Search Int 11 3 6 2
Spot Wis 11 3 6 2
Escape Artist Dex 13 5 6 2
Listen Wis 11 3 6 2
Jump Str 6 1 5
Speak Language (Common) none 1 0 1
Ride Dex 10 5 5
Use Rope Dex 13 5 6 2
Disable Device Int 11 3 6 2
Swm Str 7 1 6

Spell List
No Spells Assigned.

Gear
Gear Location Weight Description/Special
Masterwork Thieves Tools Strapped to thigh Tools of the trade
Panic Button tongue piercing - Escaping: You immediately gain the benefit of dimension door, except that the range is limited to 30 feet and you must have line of sight to the destination. Small, silver bar.
Panic Button Ear Ring - Retreating: You gain an enhancement bonus of 30 feet to your speed for 1 round. Small, made of silver, on ear lobe.
Panic Button Ear Ring - Strengthening: You gain a +5 bonus on all Strength-related skill checks and Strength checks made in the next round. Requires bull’s strength. Small, made of silver, on ear lobe.
Panic Button Ear Stud - Flexing: You gain a +5 bonus on all Dexterity-related skill checks and Dexterity checks made in the next round. Small, made of silver, on side of ear, above lobe.
Panic Button Nose stud - Dodging: You gain a +2 dodge bonus to your Armor Class against the first attack made against you in the next round. Small, silver, on side of nose.
Panic Button Eyebrow piercing - Protecting: You gain a +2 bonus on the next saving throw you roll within 1 round. Small silver bar, on side of head.
Dolphin (Amphibious) mount - Uses the stats of a Hippocampus (pg. 84 of Arms and equipment guide). Selrune keeps him as a mount, and a pet. He is an Amphibus Creature (pg. 135 of Stormwrack). His name is Tre'sal.

Treasure/Money
Item Location Value Weight Description/Special
150 gp guess -- --
Pearls in her hair 100gp

Experience
Current Next Level
3500 6000

Description
Let us start at the top, shall we? Cresting her head, is an old, waterlogged tri-corn hat. She boasts that she jumped out of the water, snatched the hat from a man’s head, and made good her escape, but in reality, she merely found it floating on the waves. Selrune has never in her life cut her hair. As such, it hangs down to somewhere about her knees. It is made up into one tight, graceful braid. She is proud and loving when it comes to her hair, and has set in the braid, a multitude of pearls of varying colors and sizes which she collected herself, and which are held in place by means unknown. At the end of the braid, the hair is entwined with a particularly large yellow pearl, about the size of her fist. She has a particularly hansom face, capped off by a lithe and graceful body. She has two distinctive features. On the left side of her face, there are many silver face piercing, they are small, subtle, and graceful and give her an exotic beauty. Across the line of vertical symmetry , running from her forehead to her chin, is a large tattoo on her right cheak. It is a yellow orb, that could be taken to be the sun, but is in fact the pearl that resides at the end of her braided hair. Selrune has not the tailfin that resides on the back of most of her race, but instead her ankles have small fins that act very well as a replacement.

Finally, Selrune has a somewhat unique feature that involves the pigment of her skin. Selrunes skin has the strange ability to change color, shifting hue from a pitch black to a bright scarlet, depending on her mood. This can be somewhat of a handicap for one who’s expertise is remaining unseen, but she has learned to cope, not by controlling the color change, which can not be done, but by learning to conceal her visable skin, behind the parts of her body that are covered.

Personality
Selrune is a particularly odd Sar’gaean, being more adventurous and fun-loving than other members of her race. The girl is curious and excitable to a fault, with a habbit of sticking her nose into places where it doent belong. Often times, this will cause some trouble for herself, or those around her. She doesn't mind though, trouble, as a rule, is fun!

No doubt, the most dangerous of her eccentricities is Selrune's curious fascination with the world above the water. She keeps with her several relics from the land above, which she picked up as scavenge. She even took the trouble of trying to learn their language, but not so successfully, for she had not patience to learn it properly, and thoroughly botched the job. She knows a few words and phrases, but has not the comprehension of her brother, Rakkar.

Selrune is not without faults. She is vain of her looks, and her great selection of skills. She is also string willed and stubborn, being the brought up as the youngest in her family, and having to fight like a shark for food and such. She is also somewhat of a braggart, often boasting (almost certainly correctly) that she is the fastest thing in the water, and always being willing to engage in a race to prove the fact.

Of her siblings, she loves her brother Rekkar the best. When she thinks of her brother Rekkar, she remembers all of the times that he has protected her and looked after her. Her most prominent memory of her brother, involves a time when he saved her from a barracuda. She was out pacing it, but at the same time, she was tiring fast. She had run out of steam, and it was about to catch and savage her when Rekkar caught it and snapped it in two. There was also another time that he saved her that involved troglodyte slavers, she was traumatized by the event, and she tries to forget it.

She shows her affection for her brother with a strange, apparently random mix between good hearted taunts or teases, and shows of haphazard acts of affection.

While young, Selrune is not unwise to the ways of the world, and keeps with her an arsenal of surprises for every occation.

Background
No Background Assigned.