Gabe

Jon Silver's page

21 posts. Alias of Bombadil.


Full Name

Jon Silver

Race

Elf

Classes/Levels

Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Strength 14
Dexterity 18
Constitution 12
Intelligence 15
Wisdom 12
Charisma 13

About Jon Silver

Jon never did take to magic academy like the other elven children. He tried, all the time, but his mind drifted to the tree tops while his incantations went awry. The teachers punished him, yelled at him, questioned his elven heritage, they even made him stay during recess to keep studying while the other elven children played. But nothing was going to make his career that of a mage, the boy’s mind, though gifted, was not focused on the magical arts.

Jon’s real passion was the tree tops. The other elves loved the forest, some even worshipped it, Jon just wanted to play in it. Every moment he could spare he spent in the canopy of the trees, running along thin branches and leaping from limb to limb. One particularly mean day at school, alone and nose down in book while the other kids ate lunch, Jon made his decision to strike out on his own.

The first weeks were tough, as they always are for meandering misfits. He hid in the canopies of the trees, relying on stealth to keep him safe from predators and provide the occasional filched meal from a forest cottage or small village. In time his travels brought him along the course of the River Keld, following the trees that clustered against the water’s edge.

It was a fateful early morning, the sun just rising, when Jon spotted a band of raiders slipping along the river, sneaking up on the town of Brindin’s Ford. It’s a strange honor system that rogues have, the very people Jon had been stealing meat pies from became the folks he sought to protect. Jon rushed along the tree limbs to where he knew guards to be posted and alerted the city watch to the impending attack. The alarm was sounded, the raiders driven away, and Jon went from the fringes of society to the status of hero in Brindin’s Ford.

Character Relationships:

Lummel "foot down" Karson
True to his own words, Lummel was diligently standing on watch that early morning when Jon alerted the guards to the approaching raiders. Since that day a respect has remained between the two, an understanding that though their paths in life may be drastically different they both would sacrifice to protect the good people of Brindin's Ford

Alviss
After Jon's elevation to 'hero' for the event of the repelled raid, he found himself the recipient of drinks and congratulation in taverns about town. While enjoying a free mug of ale and telling the story of his journey to Brindin's Ford, Jon caught the attention of Alviss. The dwarf questioned Jon about his travels, in particular for information about a lost group of pathfinders and a lost dwarven crafthall in the region of the Aspodells. Though Jon hadn't come across either, the two have remained friendly and Jon could see a day when he might accompany the dwarf on his search into the mountain region.

Elesandira
Jon has seen the half-elf ranger several times during her excursions into the areas outside of Brindin's Ford. Her elven heritage reminds Jon of home and although he did leave a misfit, the young elf still misses elven society and is always glad to see Elesandira. Though they have never had a formal conversation, Jon has called out greetings and waved at her from the tree tops, a beaming smile on his jovial face.

JON SILVER CR 4
Male Elf Rogue 5
NN Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14. . (+4 armor, +4 Dex)
hp 36 (5d8+5)
Fort +3, Ref +9, Will +2
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
. . +1 Shortsword +8 (1d6+3/19-20/x2) and
. . Cold Iron Dagger +7 (1d4+2/19-20/x2) and
. . Silver Mace, Light +7 (1d6+2/20/x2) and
. . Unarmed Strike +7 (1d3+2/20/x2)
Ranged
. . Masterwork Longbow, Composite (Str +2) +8 (1d8+2/20/x3)
Special Attacks Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 12, Int 15, Wis 12, Cha 13
Base Atk +3; CMB +5; CMD 19
Feats Blind-Fight, Combat Reflexes (5 AoO/round), Elven Weapon Proficiencies, Rogue Weapon Proficiencies, Weapon Finesse
Traits Deft Dodger, Forlorn
Skills Acrobatics +12, Appraise +6, Bluff +5, Climb +10, Diplomacy +5, Disable Device +16, Disguise +5, Escape Artist +12, Intimidate +5, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Linguistics +6, Perception +11, Perform (Comedy) +5, Sense Motive +8, Sleight of Hand +8, Stealth +17, Swim +6, Use Magic Device +9
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Antitoxin (vial), Cleats, Earplugs, Elven Magic, Fast Stealth (Ex), Ledge Walker (Ex), Map Maker's Kit, Smoked Goggles, Trapfinding +2
Combat Gear +1 Shortsword, +1 Studded Leather, Cold Iron Arrows (50), Cold Iron Dagger, Masterwork Longbow, Composite (Str +2), Silver Mace, Light
Other Gear Acid Flask, Alchemical Grease, Alchemical Solvent, Alchemist's Fire Flask, Alchemist's Kindness, Alkali Flask, Antiplague (vial), Antitoxin (vial), Bladeguard, Blanket, Bloodblock, Caltrops, Chalk, 1 piece, Cleats, Cloak of Elvenkind, Earplugs, Feather Token, Anchor, Flash Powder, Grappling hook, Hammer, Handy Haversack (56 @ 56.42 lbs), Holy Water Flask, Iron Spike, Liquid Ice, Map Maker's Kit, Marbles, Mirror, small steel, Oil (1-pint flask) (2), Perfume, common (3), Potion of Invisibility, Potion of Protection From Evil (2), Powder (2), Rope, silk (50 ft.), Signal Horn, Smoke Pellet (2), Smoked Goggles, String (50'), Sunrod (2), Tanglefoot bag, Tar Bomb, Thieves' tools, masterwork, Thunderstone, Tindertwig (2), Wand of Cure Light Wounds (47), Waterskin, Whetstone, Whistle, Signal, Wine (Fine, bottle)
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleats -50% walking penalty for slick surfaces.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Ledge Walker (Ex) You may move along narrow surfaces at full speed using acrobatics at full speed. You are not flat-footed while using Acrobatics to move along narrow surfaces.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost.
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.