Elf

G'lyn Nalag's page

6 posts. Alias of djdust.


Full Name

G'Lyn Nalag

Race

Elf

Classes/Levels

Inquisitor 7 | HP 66/66 | AC 20 T 14 FF 16 | F +7 R +6 W +8 | Init +10 Perc +14

Gender

M

Age

140

Alignment

N

Deity

Gorum

About G'lyn Nalag

Stats:

G'lyn Nalag
Male Elf Inquisitor 7
N Medium Humanoid (Elf)
Init +10; Senses low-light vision; Perception +14
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Defense
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AC 20, touch 14, flat-footed 16 (+4 armor, +2 shield, +3 dex, +1 misc.)
hp 66 (7d8+7+3)
Fort +7, Ref +6, Will +8
Resist none
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Offense
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Speed 30 ft.
Ranged Composite Longbow +1 +9 (1d8+3/x3)
Melee Cold Iron Masterwork Longsword +9 (1d8+2/19-20/x2)
Alchemical Silver Masterwork Dagger +8 (1d4+1/19-20/x2)
Special Attacks None
Spell-Like Abilities None
Inquisitor Spells Known (CL 7):
Level 0 (at will) [DC 12] Daze, Detect Magic, Guidance, Light, Resistance, Stabilize
Level 1 (5/day) [DC 13] Alarm, Bane, Bless, Cure Light Wounds, Know the Enemy, Wrath
Level 2 (4/day) [DC 14] Anticipate Thoughts, Cure Moderate Wounds, Inflict Pain, Tactical Acumen, Weapon of Awe
Level 3 (1/day) [DC 15] Communal Align Weapon, Cure Serious Wounds
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Statistics
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Str 15(+2), Dex 17(+3), Con 12(+1), Int 13(+1), Wis 14(+2), Cha 12(+1)
Base Atk +5; CMB +7 (+8 with longsword); CMD 21
Feats Light Armor Proficiency, Medium Armor Proficiency, Simple Weapon Proficiency, Shield Proficiency, Coordinated Shot, Covering Fire, Deadly Aim, Dodge, Improved Initiative, Lost Legacy, Mobility, Point-Blank Shot, Precise Shot
Traits Tactician, Sword Scion
Skills Acrobatics +5, Artistry +1, Bluff +2, Climb +7, Craft(Weapons) +6, Diplomacy +8, Disguise +2, Escape Artist +3, Fly +3, Handle Animal +4, Heal +8, Intimidate +11, Kn. Arcana +8, Kn. Dungeoneering +5, Kn. Geography +3, Kn. History +2, Kn. Nature +7, Kn. Nobility +2, Kn. Religion +6, Perception +14, Perform +2, Profession(Soldier) +8, Ride +7, Sense Motive +11, Spellcraft +10, Stealth +3, Survival +6, Swim +6, UMD +7
Languages Common, Elven, Draconic
Other Gear Longbow, Composite (+2) +1, Cold Iron Masterwork Longsword, Alchemical Silver Masterwork Dagger, Masterwork Studded Leather Armor +1, Masterwork Buckler +1, Mnemonic Vestment, Daredevil Boots, Cloak of Resistance +1, Efficient Quiver, Wand of Cure Light Wounds, Wand of Protection from Chaos, Wand of Heightened Awareness, 2xPotion of Protection from Arrows, 2xPotion of Haste, 2xPotion of Blur, 2xPotion of Owl’s Wisdom, 1xScroll of Endure Elements, 1xScroll of Tongues, 4xPotion of Remove Sickness, 4xPotion of Cure Moderate Wounds, 1xScroll of Remove Paralysis, 1xScroll of Lesser Restoration, Traveller’s Any Tool, 5xWarpaint of the Terrible Visage, Elixir of Vision, Elixir of Tumbling, Masterwork Backpack, Waterskin, Spell Components Pouch, Wooden Scroll Case, Courtier’s Outfit, Common Arrows (20), Cold Iron Arrows (20), Trip Arrows (5), 4xTanglefoot Bags, Iron Holy Symbol, Gorumskagat, 7xElven Trail Rations, Bedroll, Signal Horn, Compass, Hemp Rope (50ft), Elixir of Tumbling, Combat Trained Elk, Bit and Bridle, Harness, Exotic Military Saddle, Saddle Bags, 168gp, 9sp,
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Special Abilities
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Racial Traits
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Background Traits
Tactician You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Sword Scion You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Class Features
Domain: War (Tactics)
Seize the Initiative (Su) Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Discern Lies (Sp) At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Judgement (Su) (3/day) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Solo Tactics (Ex) At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Stern Gaze (Ex) An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Track (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Feats
Coordinated Shot If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn’t have this feat), this bonus increases to +2.
Covering Fire You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties apply to this attack roll. Choose one ally when making the attack. If the attack is successful, that ally gains a +2 bonus to AC against that opponent’s next attack, as long as the attack comes before the beginning of your next turn. All allies with this feat also gain this bonus against that opponent.
Deadly Aim You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative You get a +4 bonus on initiative checks.
Champion Benefit: As a swift action, you can declare a single combat challenge to one foe within 50 feet and in line of sight. Upon doing so, you gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against that foe as long as no one else threatens that opponent or until the single combat challenge ends. If another combatant attacks you or your foe, the challenge ends and you take a -2 penalty on attack rolls and to AC for 1 round. Though you can declare a single combat challenge at will, once you declare it on a foe you can’t declare it on the same foe for another 24 hours.

Goal: Defeat an appropriate number of challenging foes in single combat. These combats must not be interrupted by other creatures, and the foes must not have already been substantially injured or impaired prior to combat with you.

Completion Benefit: Your bonuses for single combat increase to +2. In addition, any confirmed critical hits you make against such a foe deal an additional 1d6 points of damage.
Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Yelhnir:

M Elk
N Medium animal
Init +3; Senses low-light vision; Perception +7

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d8+6)
Fort +6, Ref +8, Will +2

OFFENSE

Speed 50 ft.
Melee gore +3 (1d6+2), 2 hooves -2 (1d3+1)

STATISTICS

Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Feats: Lightning Reflexes, Run
Skills: Perception +7
Tricks: attack, come, defend, down, guard, and heel

Story:

G'Lyn is descended from a clan of Elves who settled in the Gronzi Forest sometime in the misty period after the decline of Iobaria and before the arrival of the Taldan explorers who divided the land between Issia and Rostland. Over time, his people left their forest home and assimilated into the culture of Rostland and joined the fight against the invading armies of Choral the Conqueror. After the defeat of the Aldori Swordlords, G’Lyn’s parents settled in Restov. Their G’Lyn was born, however, at an early age, he was sent to study under by the monks and priests of the Bulwark of Gorum in New Stetven. Therefore trained in the divine art of war and cloistered from the political world, G’Lyn developed a sense of martial service and a spiritual, philosophical stance on the field of battle.

At age 110, G’Lyn felt a calling and left the stone masonry walls of the Bulwark. He enlisted in the frontier armies of Brevoy, where he was able to demonstrate his religious fervor and tactical acumen in the heat of battle. After The Vanishing and the power grab of House Surtova, G’Lyn’s calling fully manifested, as he focused his righteousness on his own commanders, who he found to be corrupted by decadence and politics. Unceremoniously dismissed from the military, G’Lyn wandered in and out of the River Kingdoms, offering his services on the battlefield, eventually making his way back to Restov.

Description:

Standing at 6'3" and 146lbs, G'Lyn is an imposing figure with a rigid, upright posture. His straight black hair falls from beneath his helm and past his shoulders. He wears a dark red cloak over studded leather armor. He favors his longbow, which looks to be of Elven craft and handed down through the generations, but also carries a longsword of Rostlandic make. On his left arm is a buckler which prominently displays an image of a sword thrust into a mountainside in iron. The image is the holy symbol of Gorum, Our Lord in Iron, God of Battle and Strength.

G'Lyn believes that the field of battle is an equalizing place, where victory goes to not only the strong and able, but also the righteous. He endeavors to keep a neutral stance and vision, staying in the here and now, and applying his tactical acumen to the situation at hand. He may make a great commander one day, but with his lack of personality, a poor leader. He is no statesman, but a general in the making.