Lem

Lirrathan's page

364 posts. Alias of Troy Malovich.


Full Name

Lirrathan Androsana

Race

Elf

Classes/Levels

Ranger 4 (AC: 17 [T 13 /FF 14]; HP: 19/35; F+5, R+7, W+1/+3 vs Enchantments; Init: +3 [+5 in Urban]; Perc: +11 [+13 in Urban])

Gender

Male

Size

Medium, 6', 124 lbs

Age

125

Special Abilities

Strong Senses, Wild Empathy, Track, Favored Terrain (Urban), T's Scale (2/3 per day), Rage (5/5 per day)

Alignment

Chaotic Neutral

Deity

Desna

Location

Kenabres

Languages

Common, Elven

Occupation

Gambler

Strength 16
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 12

About Lirrathan

Perception [dice]1d20+11[/dice] [+2 in Urban environments] (Low-light)
Stealth [dice]1d20+9[/dice] [+2 in Urban environments]
Silent Hunter: Reduce Steath penalty for moving by -5

Lirrathan
Male elf ranger (skirmisher, wild stalker) 4 (Pathfinder RPG Advanced Player's Guide 128, Pathfinder RPG Ultimate Combat 68)
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +11
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 35 (4d10+8)
Fort +5, Ref +7, Will +1; +2 vs. enchantments
Defensive Abilities uncanny dodge; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 morningstar +6 (1d8+4) or
. . longsword +7 (1d8+3/19-20) or
. . shortsword +5 (1d6+3/19-20)
Ranged longbow +7 (1d8/×3)
Special Attacks rage (5 rounds/day)
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Statistics
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Str 16, Dex 16, Con 13, Int 10, Wis 10, Cha 12
Base Atk +4; CMB +7; CMD 20
Feats Double Slice, Endurance, Two-weapon Fighting
Traits chance encounter, fast-talker
Skills Bluff +9 (+13 vs. evil creatures when disguised), Climb +8, Intimidate +8, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Perception +11, Stealth +9, Survival +6; Racial Modifiers +2 Perception, silent hunter
Languages Common, Elven
SQ favored terrain (urban +2), track +2, wild empathy +5
Combat Gear oil (2); Other Gear mwk chain shirt, +1 morningstar, longbow, longsword, shortsword, terendelev's scales (disguise), bedroll (2), belt pouch, belt pouch, flint and steel (2), hemp rope (50 ft.), hip flask, masterwork backpack, trail rations (8), waterskin, whetstone (2), 14 gp, 8 sp, 6 cp
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Special Abilities
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Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Track +2 Add the listed bonus to survival checks made to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Basics:
AC: 16
Touch: 13 Flat: 13
CMD: 18

HP: 12/20 (dead at -12)

BAB: +2
CMB: +5
Fort: +5
Ref: +6
Will: +0

Init: +3
Speed: 30'

Racial traits:
Low-Light Vision: Can see twice as far as humans in conditions of dim light.
Elven Immunities: Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception skill checks.
Weapon Familiarity: 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.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).
Woodcraft: +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.

Class Features:
Bonus Feat - Double Slice: Add your Strength bonus to damage rolls made with your off-hand weapon.
Favored Enemy,Undead (Ex): +2 bonus on weapon attack and damage rolls against Undead. +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Undead. He may make Knowledge skill checks untrained to identify Undead.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): 1d20+2, This ability functions just like a Diplomacy check to improve the attitude of a person. 1d20 + ranger level + Charisma bonus.

Feats and Traits:
Two-weapon fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Younger Sibling (Shalelu): You gain a +1 trait bonus on all attack rolls against foes that threaten your older sibling as well as, If you’re Shalelu’s younger sibling, your quick reflexes give you a +1 trait bonus on all Reflex saving throws.

Basic Attacks:
Longsword: +5 (TWF +3), 1d8+3 damage, crit 19-20/x2, Slash
Shortsword: +5 (TWF +3), 1d6+3 damage, crit 19-20/x2, Slash
Dagger (4): +5 (TWF +3), 1d4+3 damage (TWF 1d4+3/1d4+1), crit 19-20/x2, Pierce or Slash
Dagger (thrown 10'): +5, 1d4+3 damage, crit 19-20/x2, Pierce or Slash
Composite Longbow (110'): +5, 1d8 damage, crit x3, Pierce, Load is a Free action that provokes

Skills (*trained):
+2 Acrobatics
+1 Appraise
+2 Bluff *1r
+2 Climb
+1 Craft
+1 Diplomacy
+1 Disguise
+2 Escape Artist
+2 Fly
+0 Heal
+5 Intimidate *1r
+7/+8 Knowledge (Nature)/in forest terrain *2r
+7 Perception *2r
+1 Perform
+4 Profession (Gambler) *1r
+2 Ride
+0 Sense Motive
+7 Stealth *2r
+6/+7 Survival/in forest terrain (+1 to Track)*2r
+2 Swim

Equipment:
Encumbrance: 55.5/76 lbs
Long Sword [4 lbs]
Short sword [2 lbs]
Dagger (4) [4 lbs]
Composite Longbow (20 arrows) [6 lbs]
Studded Leather [20 lbs]
Explorer's outfit [-]
Backpack [2 lbs]
Bedroll [5 lbs]
Flint and Steel [-]
Belt Pouch (2) [1 lb]
Whetstone [1 lb]
Waterskin [4 lbs]
Trail Rations (5) [5 lbs]
Metal Flask [1.5 lbs]

Money:
PP:
GP: 7
SP: 3
CP: 5

Background:
Lirrathan is a willowy young elf, lanky with a sinewy muscled frame. He has blond hair that is cut just above his shoulders, and bright green eyes that seem to flash with an inner light when something gets his attention. He dresses in outdoor wear, mostly in browns and greens, but they are not dirty or unkempt. At his waist he keeps two blades strapped to his belt, but these are not his only weapons, as he also has a bow and quiver across his back. He has also been seen with a small blade within easy reach here and there, but on first glance they can't be seen. He bears a striking resemblance to his sister Shalelu, and were it not for the fact that they are close in age, he could pass as her son. He doesn't have a common expression, and his mood almost visibly changes as the wind. He always carries a metal flask with him, finely made with elven scroll work, that used to belong to his grandfather before he passed. He was the only man that encouraged Lirrathan to take in the world and enjoy all it had to offer. Everyone else just seems to want to contain or control him.

He has an easy demeanor about him, but it can change at any moment. He can be in a good mood, and become angered, only to be happy again but a few seconds later. He's a bit of an optimist, and sees fun in almost anything, but when things don't go how he expected he gets frustrated. He has a quick temper, but he speaks his opinion more than he acts on it, and only acts when he feels his opinion is ignored.

Mainly, he just wants to have fun. He is like a kid in a candy store, or a typical young adult their first time away from home. He wants to see and do everything that gets his attention, but only if it looks like fun. His parents were so strict, that now he gets to truly experience the world they wouldn't let him enjoy.

Lirrathan was in his thirties when the Worldwound opened, still just a child by elven standards. His parents, seasoned explorer's, decided that the right thing for them to do was head up to the region to help. They brought both of their children with them, Lirrathan, and his older sister Shalelu, both already into their early training in sword and bow. They stayed in the area, helping during the first two crusades, deciding it was in their interests to leave after the second. The cause of their leaving was Lirrathan's doing really. Near the end of the second crusade, he had followed his parents to battle without their knowing, eager to see the excitement of the fight. With the flow of the battles the way they were, he found himself further in the territory than he should have been, and was well behind the enemy by the time he realized it. He hunkered down and found a place to hide out, certain his parents would just come get him. He awoke to the gentle eyes of a woman watching him, bearing the symbol of Desna, just like his parents wore. She bade him to follow, and with her assistance, the two maneuvered their way back to safety. He had a blast, but the woman was so sad the whole time. As he found his family, he learned that his father died in the last battle, refusing to leave the fight after learning that Lirrathan was missing. It was then that his mother packed up the two children and dragged them back to their childhood home.

They lived until adulthood in the safety of their elven community, boring, mundane safety. At one point his mother had even taken to getting involved with a human man, Jakardros, that had helped against a particular exciting series of dragon attacks. After she passed, the man had finally moved on, and he was left with his grandparents. That's the reason he went to Sandpoint. His sister, Shalelu, had been there for some time, and he finally convinced his grandmother to let him join her, under the condition that she keep an eye on him. When he first arrived, she was vigilant in keeping him near, but after time she has left him to his own recognizance. She began by teaching him the basics of her craft, but he turned out to be a poor pupil. He wanted to focus on anything other than what she was teaching. He picked up enough just from how they were raised as children, and she added to it, but not enough for him to be able to add much to her own duties around town. Instead he became more interested in the life of the tavern. As often as Shalelu spent away from town, he spent in it, and when she came in now and again were the only times he wanted to go out for a few days. He actually became moderately successful at gambling with the other patrons, mostly because of his nature to take in all that he sees, and an unnatural luck with the cards. This was enough to support him, and he soon stopped training with his sister. When his luck gets low, he would sometimes hop in on one of the patrols that go out around town, lending what he learned from his sister, but he only stays on long enough to get the coin he needs to gamble his livlihood back up. He has had a few instances where he got picked up by Sheriff Hemlock, but he was always released to Shalelu under her recognizance. He owes her a lot for all she does for him, and every day he tells himself that it will be the day he pays her back, or does something for her to make it up to her, but something always comes up and he never gets around to it.

After a while something happened with one of the nearby goblin tribes, and his big sister's good friend Ameiko decided to head back to the homeland of her people. He had agreed to go with them as they began to cross the world. Along the way, he realized they would be getting closer to the Worldwound, and remembered how much he enjoyed the thrill of watching the incredible battles that would take place. He split off from his sister and their caravan, deciding that that's what he really wanted to do. He thinks it would be great fun to be involved in battles as epic as those he had watched as a youth.