About Elvombor IsebringOpen 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
Two hours later, the caravan was attacked by a group of bandits, and
Elvom was given a bonus of 100pp; it was the sum of the disputed
Elvom accepted the bonus, but politely declined the offer. In his
Secret Backstory:
Elvombor Isebring (Elvom) was born Galithraril Lómadriethien
(Galith). He began the study of magic under a kindly old elven wizard by the
After learning how to cast his first spells of the first circle, he
The next day as Galith was cleaning the lab, Kumo seemed extremely
Galith would not have survived but for the kindness of a wandering
Galith knew that the timing of showing Sebrindel the amulet and
Elvom continued Galith's search for answers, with new questions:
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;
Unlike a Lawful Good character, Elvom has no desire to set up
Unlike a Chaotic Good character, Elvom feels that he must honor
Positive Qualities: Honest, Trustworthy, Reliable, Level-Headed Negative Qualities: Too Trusting, Too Forgiving, Too Altruistic
. . . . . . . . . . . . . . Init +7; Senses low-light vision; Perception +10 (+12 w/ Kumo) Defense
Offense
Dagger Dagger[SA/FA] +6 (1d4+1) [BAB +5; STR +1/+1] Longbow, composite 30 feet or less
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[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[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)
Tactics
Statistics
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
Gear Armor
Equipment
Waterskin 1:
Water Waterskin 2:
Inferior Red Wine Traveler's Outfit Spellbook Magical Items
Consumable Magical Items
Mount
Weapons
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
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
Defense
Offense
Statistics
Feats
Skills
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