Elf

Elvombor Isebring's page

50 posts. Alias of another_mage.


Full Name

Elvombor Isebring

Race

Elf

Classes/Levels

Fighter (Archer) 5 / Wizard (Foresight) 1

Gender

Male

Size

Medium

Age

145

Alignment

Neutral Good

Languages

Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan (2 Elf, +4 Int, +1 Linguistics Rank)

Strength 12
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 12
Charisma 14

About Elvombor Isebring

Open Backstory:
Elvom began the life of a sellbow; a mercenary who sold his prowess
with a bow to mercenary companies who needed ranged support. He
hired on with Holgrath's Company; a band of mercenaries run by a
shrewd dwarven warrior. Holgrath had a contract with a merchant
cartel to run trade caravans along a route and protect those
caravans from bandits and other raiders.

One day, Holgrath indicated that the company was going to abandon
the caravan they were guarding. The entire story was never clear to
Elvom; a contract dispute of some kind led Holgrath to pull his men
off the job. Elvom argued that they should see the caravan to the
next town, that they might acquire new protection. Holgrath told
Elvom that he was welcome to continuing guarding the caravan, but
that he would do so alone.

Two hours later, the caravan was attacked by a group of bandits, and
Elvom was largely responsible for repelling the attack. His actions
spared the lives of most of the people in the caravan, along with the
wealth contained within it. After arrival in the next town, the
merchants arranged new protection for the caravan and summoned Elvom
for an audience.

Elvom was given a bonus of 100pp; it was the sum of the disputed
amount between Holgrath and the merchants, plus a token of thanks for
saving the personell (and especially the wealth) of the caravan. The
merchants offered Elvom an interest-free loan to begin a mercenary
guard company called Isebring's Arrows.

Elvom accepted the bonus, but politely declined the offer. In his
experience such "interest-free" loans were never free. He decided to
take the money that he had saved thus far and renew his search for
answers; with Kumo as his travelling companion.

Secret Backstory:
Elvombor Isebring (Elvom) was born Galithraril Lómadriethien
(Galith).

He began the study of magic under a kindly old elven wizard by the
name of Sebrindel Celand. Galith's interest was in knowledge, and so
leaned toward the school of Divination. He spent long hours cleaning
the lab and tormented by the antics of Sebrindel's familiar; a small
and completely black house-cat named Kumo.

After learning how to cast his first spells of the first circle, he
had grown to trust Sebrindel. He brought the amulet to Sebrindel, in
order that the old wizard might help him discover the nature of the
device. Sebrindel copied a magical sketch of the amulet and began
to research it.

The next day as Galith was cleaning the lab, Kumo seemed extremely
agitated. Galith went to calm the cat who started to run away.
Thinking Kumo might be injured, Galith followed. It was then the
fireball destroyed the lab and Sebrindel. The explosion threw Galith
and Kumo into the nearby woods. Galith suffered terrible injuries
and Kumo lost his right ear.

Galith would not have survived but for the kindness of a wandering
stranger. Galith knows that it was a halfling cleric who healed him,
but never received her name. (In truth, he received her name several
times, but was too delirious to remember. After the 7th time Galith
asked, the cleric gave him some herbs to allow him to sleep.)

Galith knew that the timing of showing Sebrindel the amulet and
the destruction of the lab was too much to be coincidence. He and
Kumo tentatively scouted the remains of the lab, but found only
cinders. Galith thought it best to allow whoever had done this to
think that he too had perished in the blast. So he adopted two things
that day: the name Elvombor Isebring, and Kumo; as his familiar.

Elvom continued Galith's search for answers, with new questions:
What was this amulet? Who wanted it so badly that they killed his
master in an attempt to obtain it? Elvom took a small belt pouch
and crafted within it thin sheets of lead to disguise the magical
aura of items within the pouch. The amulet went into this so that
it would not be easily discovered.

Ultimate Goal:
Anadriewyn Gynd (Anadrie) is the one true love of his young elven life.
Although not married, the two were inseparable for decades. One day
Galith found Anadrie in a comatose state clutching an amulet. Unable
to rouse her, he secreted the amulet away and began to search for
answers .. What caused Anadrie's condition? How can it be reversed?

----------------------------

Alignment Justification:
Elvom is Neutral Good.

Elvom believes in an absolute good and evil;
that some choices are inherently evil and must not be made,
and that some choices are inherently good and that he has
a duty to choose these good actions when possible.

Unlike a Lawful Good character, Elvom has no desire to set up
a system to promote his personal concept of good to others. Moral
understanding is shared and traded; it is not encoded in laws,
forced upon others, or twisted by the letter of the rules when
it goes against the spirit of the rules.

Unlike a Chaotic Good character, Elvom feels that he must honor
his word if given and duty if accepted. This honor does not stem
from conformity to a contract, but rather that to do otherwise
would be deceitful, and good cannot co-exist with deception.

Positive Qualities: Honest, Trustworthy, Reliable, Level-Headed

Negative Qualities: Too Trusting, Too Forgiving, Too Altruistic


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Init +7; Senses low-light vision; Perception +10 (+12 w/ Kumo)

Defense
AC 18, touch 14, flat 14 (+4 Dex, +3 Armor, +1 Shield)
hp 41 (6 HD; 1d6+5d10; +5 favored class)
Fort +4; Ref +5; Will +4
Defensive Abilities: +2 against enchantment spells and effects
Immune: Magic sleep effects

Offense
Speed 30 ft.

Dagger

Dagger[SA/FA] +6 (1d4+1) [BAB +5; STR +1/+1]

Longbow, composite

30 feet or less
Longbow[SA] +12 (1d8+5) [BAB +5; STR +0/+1; DEX +4/+0; PBS +1/+1; WF +1; WS +0/+2; EA +1/+1]

Longbow[SA:Focused Shot] +12 (1d8+9) [Precision] [BAB +5; STR +0/+1; DEX +4/+0; PBS +1/+1; WF +1; FS +0/+4; WS +0/+2; EA +1/+1]

Longbow[FA] +12 (1d8+5) [BAB +5; STR +0/+1; DEX +4/+0; PBS +1/+1; WF +1; WS +0/+2; EA +1/+1]

Longbow[FA:Rapid Shot] +10/+10 (1d8+5) [BAB +5; STR +0/+1; DEX +4/+0; PBS +1/+1; WF +1; RS -2; WS +0/+2; EA +1/+1]

30 feet to 115 feet (Hawkeye)
Longbow[SA] +11 (1d8+4) [BAB +5; STR +0/+1; DEX +4/+0; WF +1; WS +0/+2; EA +1/+1]

Longbow[FA] +11 (1d8+4) [BAB +5; STR +0/+1; DEX +4/+0; WF +1; WS +0/+2; EA +1/+1]

Longbow[FA:Rapid Shot] +9/+9 (1d8+4) [BAB +5; STR +0/+1; DEX +4/+0; WF +1; RS -2; WS +0/+2; EA +1/+1]

115 feet or more
Longbow[SA] +9 (1d8+4) [BAB +5; STR +0/+1; DEX +4/+0; WF +1; WS +0/+2; EA +1/+1; Range -2]

Longbow[FA] +9 (1d8+4) [BAB +5; STR +0/+1; DEX +4/+0; WF +1; WS +0/+2; EA +1/+1; Range -2]

Longbow[FA:Rapid Shot] +7/+7 (1d8+4) [BAB +5; STR +0/+1; DEX +4/+0; WF +1; RS -2; WS +0/+2; EA +1/+1; Range -2]

Longsword

Dagger[SA/FA] +6 (1d8+1) [BAB +5; STR +1/+1]

Morningstar

Dagger[SA/FA] +6 (1d8+1) [BAB +5; STR +1/+1]

Wizard Spells Prepared (CL 1st; concentration +5)
1st (DC 15) [2+1]-- Feather Fall, Gravity Bow, True Strike
0th (DC 14) [3]-- Detect Magic, Mage Hand, Prestidigitation

Tactics
...

Statistics
BAB +5; CMB +6; CMD 20

Traits

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on Initiative checks.


Theoretical Magician:
You've studied more magic than what you can actually perform.

Benefit: You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.

Feats

Point-Blank Shot* (CL1):
You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Scribe Scroll (Wizard 1):
You can create magic scrolls.

Prerequisite: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.


Alertness (Familiar):
You often notice things that others might miss.

Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


Weapon Focus(Longbow)* (Archer 1):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


Precise Shot* (CL3):
You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.


Focused Shot* (Archer 2):
Your anatomical insight adds deadliness to your shots.

Prerequisites: Int 13, Point Blank Shot, Precise Shot.

Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.


Rapid Shot* (CL5):
You can make an additional ranged attack.

Prerequisites: Dex 13, Point-Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.


Weapon Specialization(Longbow)* (Archer 4):
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Skills
Climb +3 [+1 Str; -2 ACP; +3 Class; +1 Rank]
Craft (Bows) +8 [+4 Int; +3 Class; +1 Rank]
Handle Animal +6 [+2 Cha; +3 Class; +1 Rank]
Knowledge (Arcana) +13 [+4 Int; +3 Class; +6 Rank]
Knowledge (Other) +8 [+4 Int; +3 Class; +1 Rank] = 9 Ranks
Linguistics +8 [+4 Int; +3 Class; +1 Rank]
Perception +10/+12 [+1 Wis; +6 Ranks; +2 Elf; +1 Hawkeye / +2 Kumo]
Ride +6 [+4 Dex; -2 ACP; +3 Class; +1 Rank]
Sense Motive +2/+4 [+1 Wis; +1 Rank / +2 Kumo]
Spellcraft +15 [+4 Int; +3 Class; +6 Ranks; +2 Trait]
--Magic Item Properties +17 [+15 Spellcraft; +2 Elf]
Stealth +6 [+4 Dex; -2 ACP; +1 Rank; +3 Familiar]
Survival +5 [+1 Wis; +3 Class; +1 Rank]
Swim +3 [+1 Str; -2 ACP; +3 Class; +1 Rank]

Gear

Armor
Studded Leather Armor (+3 AC, +5 Max Dex, -1 ACP, 15% ASF)
Buckler (+1 AC, -1 ACP, 5% ASF)

Equipment
[strike]Box of Caltrops[/strike]; used on the bridge
Chalk (x5)
Crowbar
Flint and steel
Ink
Inkpen
Paper (x50 sheets)
Trail Rations (x3 days)

Waterskin 1:
Water

Waterskin 2:
Inferior Red Wine

Traveler's Outfit
Spellbook

Magical Items
Efficient Quiver {1,800 gp}
Handy Haversack {2,000 gp}
Ring of Sustenance {2,500 gp}
Rope of Climbing {3,000 gp}

Consumable Magical Items
Potion of Cure Serious Wounds {750 gp}
Potion of Invisibility {300 gp}
Potion of Neutralize Poison {750 gp}
Wand of Magic Missile (CL1; 50 charges) {750 gp}

Mount
Horse, Heavy (Combat Trained)

Weapons
Dagger, 1d4, 19–20/x2, P or S, 10 ft.
Longbow, composite (+1 Str), 1d8, x3, P, 110 ft.
--Arrows, Durable (x60)
Longsword, 1d8, 19–20/x2, S
Morningstar, 1d8, x2, B and P

Belt Pouch:
Hey! Stop looking in my belt pouch!

Money Pouch:
100 pp
100 gp
100 sp
100 cp
1000 gp Gem (x3)
500 gp Gem (x2)
250 gp Gem (x3)

Spell Component Pouch:
Spell Components

Special Abilities

Arcane Bond:
Cat Familiar; See "Kumo" below
Cat Familiar - Master gains a +3 bonus on Stealth checks
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Forewarned (Su):
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience (Su):
At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Hawkeye (Ex):
At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.

Trick Shot (Ex)-Disarm:
At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).


Expert Archer (Ex):
At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.

Spellbook

Primary Spellbook:
0th-Level Cantrips
Abjuration
Resistance
Conjuration
Acid Splash
Divination
Detect Magic
Detect Poison
Read Magic
Enchantment
Daze
Evocation
Dancing Lights
Flare
Light
Ray of Frost
Spark
Transmutation
Mage Hand
Mending
Message
Open/Close
Universal
Arcane Mark
Prestidigitation

1st-Level Spells
Conjuration
Grease
Mage Armor
Divination
Identify
True Strike
Evocation
Magic Missile
Transmutation
Feather Fall
Gravity Bow

Notes

Ability Score Construction:
Base: Str 12, Dex 16, Con 11, Int 16, Wis 12, Cha 14
Elf: Dex +2, Con -2, Int +2
CL4: Con +1

Initiative Construction:
Dex +4
Reactionary Trait +2
Arcane School (Divination) +1

Save Construction:
Fort +4; Ref +5; Will +4
Wizard 1: Fort +0; Ref +0; Will +2
Fighter 5: Fort +4; Ref +1; Will +1
Stats: Fort +0 (Con); Ref +4 (Dex); Will +1 (Wis)

History

Event Log:
- Meeting with crime lord Midas
- Fight with crazy monks on the sky bridge

-----------------------------------------------------------------------

Kumo

Description:
Kumo is a completely black house cat of normal size with soft blue eyes. He is missing his right ear, but his fur has overgrown the scar.

Personality:
Kumo is overly curious, even for a cat. He will attempt to open doors or lids, and if successful, explore whatever is inside. He isn't destructive and won't chew/claw through ropes keeping things tied shut or knock things on the floor to open them, but anything that he can paw open is fair game.

NG Tiny Animal
-- Racial Modifiers: +4 Climb, +4 Stealth
Init +2; Senses low-light vision, scent; Perception +5

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 7 (1d8-1)
Fort +1, Ref +4, Will +1

Offense
Speed 30 ft.
Melee 2 claws +4 (1d2-4), bite +4 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats
Weapon Finesse

Skills
Climb +6,
Perception +5,
Stealth +14

-----------------
{popup}hp 19 | Temp 0 | NL 0 | Total hp 19
AC 13 | touch 13 | flat-footed 10 | CMD 14
Fort +1 | Ref +3 | Will +3 (+2 racial bonus vs enchantments)
Immunities magical sleep
{/popup}