<div class="floatright">(http://i741.photobucket.com/albums/xx51/Calliedelnoire/Sorrow.jpg)</div><br/><strong>Elise 'Twiceborn' Ellingcourt (http://www.myth-weavers.com/sheetview.php?sheetid=599898)</strong><br/>Female Tiefling Bard (Detective) 1 Fighter (Archer) 1 Rogue (Sniper) 3<br/>CG Medium Outsider (native)<br/><br/><strong>Background</strong>: Elise was born to privilege, that much is clear with her courtly accent and bearing. She is a skilled dancer and singer, trained in a classic bardic manner, her training in the bow and rapier speaks of a martial training as a family tradition. Her skill as a gutter snipe, sneak and lock picker is all due to her own fight for survival. Very few noble families admit to having tainted blood and it is quite clear from her name that she was disowned and possibly left for dead in a gutter after her 'heritage' came to the fore.<br/>She is a gifted archer who is often called upon to be the forward scout and/or sniper for hit and run teams of thieves. Her skill in using and crafting her own bows and arrows, as well as the knack to keep up with most burglars, has earned her a reputation in the shadows as a keen shot that can provide covering fire for retreating thieves. Her keen eye, alert mind and bardic training makes her an effective spy and leader.<br/>She keeps her family name, Ellincourt, to herself.<br/><br/><strong>Personality</strong>: Normally calm and reserved, there is a clear desire to prove something in her bearing. She carries a variety of arrows for the purpose of taking the right sort of shot at the right of time. Blunt arrows for hitting a man unawares that she didn't want to kill, smoke arrows for distraction, whistling arrows for signals and special materials for specific 'surprises' on a job. She's always looking for another arrow to put to the task at hand.<br/>On the job she tends to be direct and to the point, directing her allies as best she can to help them be more alert, ready to do what is needed to get job done. She has on occasion turned to her 'heritage' to be the exotic dancer, or schooled allies on how to behave in a courtly setting so they could better blend in.<br/>She has an abiding code of 'rules' she lives by, often citing them in passing. One of merit is 'Rule 7', 'Stay bought', another is #8 'Return Betrayal in turn'. When hired for a job, she will do what she is hired to within her code of rules. Mayhem and murder are to be kept to a minimum, though it is of note that she hates slavery in all forms.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><strong>Init </strong>+4; <strong>Senses </strong>Perception +10<br/><strong>Elise Twiceborn</strong><br/>Female Tiefling Bard (Detective) 1 Fighter (Archer) 1 Rogue (Sniper) 3<br/>CG Medium Outsider (native)<br/><strong>Init </strong>+4; <strong>Senses </strong>Perception +10<br/>--------------------<br/><strong>Defense</strong><br/>--------------------<br/><strong>AC </strong>21, touch 15, flat-footed 16 (+5 armor, +1 shield, +4 Dex, +1 dodge)<br/><strong>hp </strong>35 (1d10+4d8+5)<br/><strong>Fort </strong>+4, <strong>Ref </strong>+9, <strong>Will </strong>+4<br/><strong>Defensive Abilities </strong>evasion; <strong>Resist </strong>cold 5, electricity 5, fire 5<br/>--------------------<br/><strong>Offense</strong><br/>--------------------<br/><strong>Speed </strong>30 ft.<br/><strong>Melee </strong>Claw x2 (Maw or Claw (Claws)) +2 x2 (1d4/x2) and<br/>. . Masterwork Dagger +8 (1d4+1/19-20/x2) and<br/>. . Masterwork Rapier +8 (1d6+1/18-20/x2) and<br/>. . Sap +7 (1d6+1/x2)<br/><strong>Ranged </strong>+1 Composite longbow (Str +1) +8 (1d8+2/x3)<br/><strong>Special Attacks </strong>accuracy, bardic performance (standard action) (5 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 11), deadly range (40 ft), sneak attack +2d6<br/><strong>Bard (Detective) Spells Known </strong>(CL 1):<br/>1 (2/day) <em>Unseen Servant, Feather Fall (DC 12)</em><br/>0 (at will) <em>Open/Close (DC 11), Read Magic, Detect Magic, Prestidigitation (DC 11)</em><br/>--------------------<br/><strong>Statistics</strong><br/>--------------------<br/><strong>Str </strong>12, <strong>Dex </strong>18, <strong>Con </strong>13, <strong>Int </strong>18, <strong>Wis </strong>13, <strong>Cha </strong>12<br/><strong>Base Atk </strong>+3; <strong>CMB </strong>+4; <strong>CMD </strong>19<br/><strong>Feats </strong>Dodge, Mobility, Point Blank Shot, Precise Shot, Weapon Finesse<br/><strong>Skills </strong>Acrobatics +12, Bluff +7, Climb +8, Craft (alchemy) +8, Craft (bows) +8, Diplomacy +1 (+2 to gather information), Disable Device +13, Disguise +6, Escape Artist +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +10, Knowledge (nobility) +9, Knowledge (religion) +8, Linguistics +9, Perception +10, Perform (dance) +8, Perform (oratory) +6, Perform (sing) +6, Sense Motive +6, Sleight of Hand +9, Stealth +14, Use Magic Device +8;<strong> Racial Modifiers </strong>+2 Bluff, +2 Stealth<br/><strong>Languages </strong>Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Orc<br/><strong>SQ </strong>bardic performance: careful teamwork +1, eye for detail, rogue talents (finesse rogue)<br/><strong>Combat Gear </strong>Potion of cure light wounds (4), Potion of magic fang (2), Potion of protection from evil (2), Alchemist's fire (5), Alchemist's kindness (5), Alkali flask (5), Ghast retch flask (5), Holy water (5), Shard gel (5), Tangleburn bag (2), Tanglefoot bag (5), Thistle arrows (5); <strong>Other Gear </strong>+1 Mithral Chain shirt, Mithral Buckler, +1 Composite longbow (Str +1), Arrow, durable (20), Blunt arrows (10), Cold Iron Arrow, durable (5), Masterwork Dagger, Masterwork Rapier, Sap, Silver Arrow, durable (5), Smoke arrows (5), Thistle arrows (5), Whistling arrow (5), Efficient quiver (46 @ 8.75 lbs), Handy haversack (50 @ 127.5 lbs), Alchemist's lab, Bandolier (4 @ 0 lbs), Bandolier (empty), Bedroll, Belt pouch (1 @ 0 lbs), Belt pouch (1 @ 2 lbs), Blanket, winter, Blue book (????), Flint and steel, Glass cutter, Glue paper (5), Grappling arrow, Hammer, Ink, black (2), Mug/tankard, Piton (10), Second-story harness, Silk rope, Tent, small, Thieves' tools, masterwork, 106 GP, 8 SP, 8 CP<br/>--------------------<br/><strong>Special Abilities</strong><br/>--------------------<br/><strong>Accuracy (Ex)</strong> Halve all range increment penalties with a bow or crossbow.<br/><strong>Bardic Performance (standard action) (5 rounds/day)</strong> Your performances can create magical effects.<br/><strong>Bardic Performance: Careful Teamwork +1 (Su)</strong> Bonuses to initiative, perception, disable device and against traps or while flat-footed.<br/><strong>Bardic Performance: Countersong (Su)</strong> Counter magical effects that depend on sound.<br/><strong>Bardic Performance: Distraction (Su)</strong> Counter magical effects that depend on sight.<br/><strong>Bardic Performance: Fascinate (1 targets) (DC 11) (Su)</strong> One or more creatures becomes fascinated with you.<br/><strong>Damage Resistance, Cold (5)</strong> You have the specified Damage Resistance against Cold attacks.<br/><strong>Damage Resistance, Electricity (5)</strong> You have the specified Damage Resistance against Electricity attacks.<br/><strong>Damage Resistance, Fire (5)</strong> You have the specified Damage Resistance against Fire attacks.<br/><strong>Deadly Range (40 ft) (Ex)</strong> Ranged sneak attacks may be made within 40 ft.<br/><strong>Evasion (Ex)</strong> If you succeed at a Reflex save for half damage, you take none instead.<br/><strong>Eye for Detail +1 (Ex)</strong> You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.<br/><strong>Mobility</strong> +4 to AC against some attacks of opportunity.<br/><strong>Point Blank Shot</strong> +1 to attack and damage rolls with ranged weapons at up to 30 feet.<br/><strong>Precise Shot</strong> You don't get -4 to hit when shooting or throwing into melee.<br/><strong>Sneak Attack +2d6</strong> +2d6 damage if you flank your target or your target is flat-footed.<br/>--------------------<br/></div></div><br/>