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Devis

Erian El'ranelen's page

130 posts. Alias of erian_7.

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Full Name

Erian El'ranelen

Race

Half-Elf

Classes/Levels

Bard/Ranger 1 (0 xp)

Gender

Male

Size

Medium (5'10", 161 lb.)

Age

21

Special Abilities

Favored Enemy (human +2), Track (+1), Wild Empathy (+3), Bard Spells, Bardic Knowledge (+1), Bardic Performance, Cantrips

Alignment

Neutral Good

Deity

Sinashakti, Walker of Worlds

Location

Restov

Languages

Common (Taldane), Draconic, Elven, Sylvan

Occupation

Cartographer

Strength 10
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 13
Charisma 15

About Erian El'ranelen

Quickstats:

Male half-elf bard/ranger 1
NG Medium humanoid (elf, human)
Init +4; Senses Low-light Vision, Perception +7 (+9 vs. Humans)

Defense
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 Armor)
hp 10 (1d10) (current HP: 10)
Fort +2, Ref +6, Will +3

Offense
Spd 30 ft.
Melee Rapier +1 (+3 vs. Humans) (1d6 [S], 18-20/x2)
Melee Dagger +1 (+3 vs. Humans) (1d4 [P or S], 19-20/x2)
Ranged Dagger +5 (+7 vs. Humans) (10', 1d4 [P or S], 19-20/x2)
Ranged Composite Longbow +7 (+9 vs. Humans) (110', 1d8 [P], 20/x3)
Special Attacks Favored Enemy (human +2), Point Blank Shot


Equipment:
  • Explorer's Outfit
  • Leaf Armor (10 lb.)
  • Heirloom Composite Darkwood Longbow (1.5 lb.)
  • Quiver w/ 20 Arrows (2 lb.)
  • Rapier (2 lb.)
  • Dagger (1 lb.)
  • Coin (Belt) Pouch (0.5 lb.)
  • Masterwork Backpack
    1. Masterwork Cartographer's Tools (5 lb.) in Waterproof Bag (0.5 lb.)
    2. Scroll Case (0.5 lb.)
    3. 50' of Twine (0.5 lb.)
    4. 50' of Elven Rope (5 lb.)
    5. Hammer (2 lb.)
    6. 4 Pitons (2 lb.)
    7. Vial of Antitoxin

Light Horse

  • Bit and Bridle (1 lb.)
  • Riding Saddle (26 lb.)
  • Saddlebags (8 lb.)
  • Bedroll (5 lb.)
  • Blanket (2 lb.)
  • Quiver w/ 23 Arrows (2 lb.)

Coin: 2 gp , 2 sp, 5 cp
Encumbrance: 32.5 lb. (Light 38 lb. / Medium 76 lb. / Heavy 115 lb.)

Traits and Feats:
Heirloom Weapon, Rich Parents, Pioneer (survival)

Skill Focus (craft [cartography]), Point Blank Shot


Skills:
  • Acrobatics +8 (1 rank, +4 Dex, +3 class skill)
  • Appraise +2 (+2 Int)
  • Bluff +2 (+4 vs. Humans) (+2 Cha, +2 Favored Enemy)
  • Climb +0 (+0 Str)
  • Craft (cartography) +11 (1 rank, +2 Int, +3 class skill, +3 Skill Focus, +2 Masterwork Tools)
  • Diplomacy +2 (+2 Cha)
  • Disguise +2 (+2 Cha)
  • Escape Artist +4 (+4 Dex)
  • Heal +1 (+1 Wis)
  • Intimidate +2 (+2 Cha)
  • Knowledge (geography) +7 (1 rank, +2 Int, +3 class skill, +1 Bardic Knowledge)
  • Knowledge (nature) +7 (1 rank, +2 Int, +3 class skill, +1 Bardic Knowledge)
  • Knowledge (other) +3 (+5 vs. Humans) (+2 Int, +1 Bardic Knowledge, +2 Favored Enemy)
  • Perception +7 (+9 vs. Humans) (1 rank, +1 Wis, +3 class skill, +2 Racial, +2 Favored Enemy)
  • Perform (oratory) +6 (1 rank, +2 Cha, +3 class skill)
  • Ride +4 (+4 Dex)
  • Sense Motive +1 (+3 vs. Humans) (+1 Wis, +2 Favored Enemy)
  • Stealth +8 (1 rank, +4 Dex, +3 class skill)
  • Survival +6 (+8 vs. Humans) (1 rank, +1 Wis, +3 class skill, +2 Favored Enemy) (additional +1 to follow/identify tracks)
  • Swim +4 (1 rank, +0 Str, +3 class skill)

Racial Abilities:
  • Adaptability: gain Skill Focus as bonus feat
  • Elf Blood: count as both elf and human for any effect related to race
  • Elven Immunities: immune to magic sleep; +2 Racial bonus vs. enchantment
  • Keen Senses: +2 Racial bonus on Perception checks
  • Multi-talented: two favored classes (Bard and Ranger)

Class Abilities:
  • Weapon and Armor Proficiency: all Simple and Martial weapons plus whip; Light and Medium armor, plus shields (except tower shields); can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance
  • Spells: 1st-level (2/day, DC 13) animate rope,unseen servant
  • Bardic Knowledge (Ex): +1 to all Knowledge skill checks; may make all Knowledge skill checks untrained
  • Bardic Performance: 6 rnds/day, start/change performance as Standard Action
    1. Countersong (Su): result of Perform (keyboard, percussion, wind, string, or sing) skill check can be used in place of save by creature w/in 30' vs. sonic or language-dependent magical attack; audible components
    2. Distraction (Su): result of Perform (act, comedy, dance, or oratory) skill check can be used in place of save by creature w/in 30' vs. illusion (pattern) or illusion (figment); visual components
    3. Fascinate (Su): creatures w/in 90' must make Will save (DC 12) or sit quietly and observe performance, taking –4 penalty on skill checks made as reactions; enchantment (compulsion), mind-affecting ability, audible and visual components
    4. Inspire Courage (Su): +1 Morale bonus on saves vs. charm and fear effects, +1 Competence bonus on attack and weapon damage rolls; mind-affecting ability, audible or visual components
  • Cantrips: 4 known: dancing lights, mage hand, message, prestidigitation
  • Favored Enemy: +2 vs. Humans; bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and on weapon attack and damage rolls; may make Knowledge skill checks untrained when attempting to identify Favored Enemy
  • Track (Ex): +1 to Survival checks made to follow/identify tracks
  • Wild Empathy (Ex): 1d20+3 to improve initial attitude of Animal (or Magical Beast with Int of 1 or 2, but w/ –4 on check) w/in 30'

  • Background:
    Erian El'ranelen is the only son of Sevren El'ranelen, a cartographer of no small reputation due to his extensive work mapping out the hidden places of the Inner Sea. Sevren traveled the length and breadth of Avistan and Garund for decades (with more time to do so than his human companions, thanks to the elven blood flowing through his veins), exploring from the heights of the Crown of the World to sailing the Obari Ocean. Roughly two decades past, Erian came into the explorer's life. None knew of the boy's mother, though considering the child's obvious human traits it was easily speculated she was likewise human, and Sevren spoke not at all about her, but the boy became inseparable from the man in all his journeys. While many might say putting a child into such a life was cruel, Erian would vociferously argue differently. His classroom became the world, his teachers the places and people met during his father's work.

    Erian grew up learning the ways of the cartographer from his father--carefully studying the lay of the land, crafting maps of both beauty and function, and learning how the terrain itself gave hints as to what lay over the horizon. However, his time was not spent just in surveys and drawing. Erian loved to watch his father's guard in their drills, and on coming of age enough to lift a sword he began training with them as well. He also spent time with the huntsman, tracking prey for the night's meal, learning the way of the bow and how to move without being seen or heard. However, in all this his father always cautioned, "Not all creatures of a race should be judged based on the actions of their kin. If this were not true, the elves would surely have wiped humans from Golarion long before Aroden ever walked this land..."

    In Erian's 15th year, Sevren determined to send his soon to Absalom for a "proper" education. Erian took to his studies in the classroom as readily as he did exploring, though it was no secret that no matter how great the building he preferred the open lands to being inside. He learned the basics of history, of things arcane and divine, but he never took to any so much as he did his studies in cartography and exploration. While he could not hone his skills through experiential learning, Erian did avail himself of every book on nature, geography, and exploration to be found in the great libraries of the city. On nearing the beginning of his 6th year of study, news came of his father's latest exploration--Sevren was commissioned to travel into the tangled jungles of the Mwangi Expanse and learn its dark secrets in order to finally produce a proper map of this region. Erian longed to go with his father, but Sevren argued that it was time for the boy to become a man, to finish his studies and begin his own explorations. And so Erian stayed as his father left for the south, leaving behind his heirloom bow and elven armor. His father left these gifts with the following words, "Use these only when you must, favoring tongue and pen over blood and pain."

    Now Erian finds himself in Restov, answering the call for cartographers brave (or foolhardy) enough to risk the dangers of the River Kingdoms. He plans to make his dad proud...


    Sources:
    • Pathfinder Core Rulebook
    • Kingmaker Player's Guide
    • Pathfinder Character Traits
    • Adventurer's Armory



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