Lantern Bearer

Namuril Xae-Tal's page

77 posts. Alias of Rhys Grey.


Full Name

Namuril Lunem Xae-Tal, the Younger

Race

Elf

Classes/Levels

Ranger (Guide) 2

Gender

Male

Size

Medium

Age

116

Alignment

Neutral Good

Deity

Desna, Erastil

Location

Sandpoint, Varisia

Languages

Common (Taldane), Elven, Sylvan

Occupation

Scout

Strength 16
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10

About Namuril Xae-Tal

NAMURIL XAE-TAL
Male elf ranger (guide) 2 Favored Class ranger (+2 hp)
NG Medium humanoid (elf) Init +5; Senses low-light vision; Perception +9

-=DEFENSE=-
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (2d10+4); Current 20; Nonlethal 0
Fort +4, Ref +6, Will +1; +2 vs. enchantment
Immune sleep

-=OFFENSE=-
Speed 30ft (20 ft. in armor)
Melee elven curve blade +5 (1d10+4/18-20 x2/S) or dagger +5 (1d4+3/19-20 x2/P or S)
Breakdown +2 BAB, +3 Str
Ranged shortbow +5 (1d6/x3/60 ft./P) or dagger +5 (1d4+3/19-20 x2/10 ft./P or S)
Breakdown +2 BAB, +3 Dex

-=STATISTICS=-
Str 16, Dex 16, Con 12, Int 12,Wis 14, Cha 10
BAB +2; CMB +5; CMD 18
Hero Points 2

-=FEATS=-

Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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.

Rapid Shot (Combat Style Feat):
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.

-=SKILLS=- 14 ranks = 12 Class, +2 Int
*Class Skill
Acrobatics DEX +3 (+1 in armor)
Appraise INT +1
Bluff CHA +0
Climb *STR +7 (+5 in armor) 1 rank
Craft *(untrained) INT +1
Diplomacy CHA +0
Disguise CHA +0
Escape Artist DEX +3 (+1 in armor)
Fly DEX +3 (+1 in armor)
Handle Animal *CHA +5 2 ranks
Heal *WIS +2
Intimidate *CHA +0
Knowledge *(geography) INT +5 1 rank
Knowledge (nature) *INT +7 (+8 in forests) 2 ranks
Perception *WIS +9 2 ranks
Perform (untrained) CHA +0
Ride *DEX +7 (+5 in armor) 1 rank
Sense Motive WIS +2
Stealth *DEX +8 (+6 in armor) 2 ranks
Survival *WIS +10 (+11 in forests; +1 bonus if tracking) 2 ranks
Swim *STR +7 (+5 in armor) 1 rank

Racial Traits:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

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.

Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.

Traits:
Student Survivalist (Social Trait): Although she is seen as something of a mystery to most of Sandpoint’s citizens, Shalelu has never really seemed all that mysterious to you. Of course, that’s probably because she helped raise you. You have never quite figured out why Shalelu decided to treat you as a younger sibling, but you certainly appreciated it— and you eagerly absorbed all of the survivalist tricks that she showed you over the years. As a result, you gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.

Warrior of Old (Elf Race Trait): As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Class Features:
Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

This ability replaces favored enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex), Archery: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

The benefits of the ranger's chosen style apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Equipment:
Wealth
CP 5 SP 8 GP 103 PP 0
-=Worn=-
Traveler's outfit 5 lb.
Armored coat 20 lb.
Elven curve blade 7 lb.
Dagger 1 lb.
Shortbow 2 lb.
Arrows (18) 3 lb.
Backpack 2 lb.
Belt pouch 0.5 lb.
-=Backpack=-
Flint and steel 0 lb.
Waterskin 4 lb.
Trail rations (2 days) 2 lb.
Cooking kit 2 lb.
Torch (3) 3 lb.
Bedroll 5 lb.
Hemp rope (50 ft.) 10 lb.
Whetstone 1 lb.
Carried Weight: 67.5 lb. Worn: 40.5 lb., Backpack: 27 lb.
Light: 76 lb. Medium: 153 lb. Heavy: 230 lb.

Background:
Namuril was born in the cliff-side elven settlement of Arsmeril, the only child of Namuril Xae-Tal, the Elder and his wife, Aelani. Shortly after his birth, his father—a knight with ancestral roots in Celwynvian—joined an ill-fated expeditionary party to reclaim the abandoned city. When the party returned, more than half of its members had been lost to the ancient city’s perils—including Namuril, the Elder—leaving Aelani a widow, and Namuril fatherless. In sorrow, Aelani decided to relocate to the village of her birth, Crying Leaf, so that her child might be raised amongst her own family.

Aelani taught her son the traditions her late husband held dear, as well as the woodcraft practiced by her people. Of his mother’s kin, none fascinated Namuril more than Shalelu Andosana, Aelani’s cousin on her mother’s side. Although quiet and unapproachable at times, Shalelu’s nomadic lifestyle appealed to the young elf; he too felt the stirrings of wanderlust in his soul. Shalelu took a liking to Namuril, and brought him under her tutelage. He took easily to the ways of the forest, demonstrating talents for hunting and natural lore; by his adolescence, he was quite accomplished, regularly joining scouting patrols with Shalelu on the occasions when she visited Crying Leaf.

After he came of age, Namuril asked his mother for his father's sword and her blessing; he planned on joining Shalelu in Sandpoint, in order to assist her in her hinterland-forays. Aelani relented, but only after she made Namuril swear an oath to never set foot in Celwynvian. Perplexed by this, Namuril respected his mother's wishes, and made the journey to Sandpoint.

He has integrated well into the community, and generally likes the populace, even though Sheriff Hemlock's militia is beginning to make Shalelu's patrols nearly obsolete. He has discovered a fondness for humanity's drive and passion; this fondness has most recently developed into an attraction for Ameiko Kaijitsu, whose inn he occasionally calls home.

Description:
Namuril is tall and slender (6'5", 139 lbs.), but is stronger than his slight frame implies. He is considered attractive by human standards; his long, dark brown hair and steel-blue eyes have sent many town-maids' hearts a-flutter. He dresses both plainly and pragmatically, favoring pale tints of green, brown, or gray. Namuril is friendly and enjoys conversation, unlike some of his more aloof kin, although he prefers philosophical musings to idle chatter.