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Lantern Bearer

Narnel Falerathon's page

1,007 posts. Alias of Filios.


Race

Quick Stats:
Narnel Falerathon, Male Wood Elf Monk, Level 3 Initiative +3, AC 15, HP 20/24, Speed 45', Passive Perception 14, Senses Darkvision 60', Langauges: Common, Elven, Dwarf, 0/3 KI

Classes/Levels

Spoiler:
Proficiency +2, STR: 10, DEX: 17, CON: 14, INT: 12, WIS: 14, CHA: 8

About Narnel Falerathon

Narnel Falerathon, Wood Elf Hermit Monk/3
Inspiration
Experience 1150/2700
FactionEmerald Enclave - Rank 1 (Springwarden)
Renown
HP 20/24, AC 15 Initiative +3, Speed: 45'
Proficiency +2
STR 10 DEX 17 CON 14 INT 12 WIS 14 CHA 8

Attacks:

Quarterstaff: 1d20+5, 1d6+3 Bludgeoning Damage (Versatile 1d8)
Martial Arts: 1d20+5, 1d4+3 Bludgeoning Damage
2 Handaxes: 1d20+5, 1d6+3 Slashing Damage (Thrown - Rage 20/60)
+1 Dagger (Reszur): 1d20+6, 1d4+4

Proficiencies:

Saving Throws: Strength (+2), Dexterity (+5)
Skills: Acrobatics (+5), Medicine (+4)(+Proficiency w/Herbalism Kit), Perception (+4), Religion (+3) Stealth (+5)
Weapons: All Simple and Longswords, Shortbow, Longbow, Shortswords
Armor: None
Tools: Proficient with Herbalism Kit (+6)
Languages: Common, Elf, Dwarf

Other Class, Race and Background Features:

RACE FEATURES:
Fleet of Foot Base walking speed is 35'.
Darkvision Accustomed to twilit forests and the night sky, you have superior vision in the dark and dim conditions. Can see 60' in dim light as if bright, and can see in darkness as if it were dim light.
Keen Senses Proficiency in the Perception skill.
Fey Ancestry You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance Elves don't need to sleep. Instead they meditatedeeply, remaining semiconscious, for 4 hours per day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Mask of the Wild You can attempt to hide even if you are only lightly obscured by foliage, heavy run, falling snow, mist, and other natural phenomena.
CLASS FEATURES:
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10+ your Dexterity modifier plus your Wisdom modifier.
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you are not wearing armor or wielding a shield. 1) You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. 2) You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels. 3) When you use an attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action.
Ki - 3 Points Ki points to be used to fuel various features. Ki DC=8+Proficiency Bonus+Wisdom Mod=12. All ki points replenish after a short or long rest.
Flurry of Blows (1 Ki) Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense (1 Ki) You may spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind (1 Ki) You can spend 1 ki point to take the disengage or dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement At 2nd level you speed increases by 10' while not wearing armor or wielding a shield. The bonus increases as you advance certain levels per the Monk table. At 9th level, you gain the ability to move across vertical surfaces and across liquid on your turn without falling during the move.
Monastic Tradition - WAY OF THE FOR ELEMENTS You learn the magical disciplines that harness the power of the four elements.When you learn a new elemental discipline at levels 6, 11 and 17, you may replace an existing discipline with a new one. Once you reach 5th level, you may spend additional ki points to increase the level of an elemental discipline that you cast. The spell level increases by 1 for every additional ki point that you spend.
Elemental Attunement You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice. 1) Create a harmless sensory effect related to air, water, fire, or earth, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone. 2) Instantaneously light or snuff out a candle, torch, or small campfire. 3) Chill or warm up to one pound of nonliving material for up to one hour. 4) Cause earth, fire, water or mist that can fit into a 1 foot cube to shape itself into a crude form that you designate for 1 minute.
Elemental Discipline - Fist of Unbroken Air (2 Ki) You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. This creature must make a strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an additional d10 bludgeoning damage for each additional ki point used, and you can push the creature 20 feet from you and knock it prone. On a successful save, the creature takes half damage, and you do not push it or knock it prone.
Deflect MissilesYou can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage from the attack is reduced by 1d10+DEX+Level. If you reduce the damage to 0, you can catch the missile if it is small enough to fit in one hand. If you catch the missile in this way, you can spend one ki point to make a ranged attack with the missile as part of the same reaction. You make this attack with proficiency, and the missile counts as a monk weapon for the attack (DEX +Prof Bonus).

BACKGROUND FEATURES:
Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends upon the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has seen. You may have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with the DM to determine the details of your discovery. Once per day per level feature (1X) you can detect the presence of a creature from an elemental plane within 60'. (See the detect evil and good spell as it will work the same way.)
Dark Omens The signs and portents are clear: nature is out of balance. Terrible disaster is drawing closer with every passing day. To restore the balance of nature, you must seek out and destroy the four elemental nodes. In the nearby vicinity of Red Larch You will earn inspiration for each portal the party closes.(See Back Story)
Reszur A +1 dagger decorated with star motifs and a grip of night-blue leather. The dagger doesn’t make noise when it hits or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.

Inventory:

Total Inventory Slots:
Unencumbered: Strength (10) x 1.5 (Round Down) = 15 max.
Encumbered: Strength (10) x 3 (Round Down) = 30 max.
Heavily Encumbered: Strength (10) x 4.5 (Round Down) = 45 max.
Slots Used: 8
Status: Unencumbered
Penalty: None
Coins & Gems: 1 Slots Used (250)
PP:
GP: 26
EP: 4
SP: 30
CP: 25
Armor Slots: 0 Slots Used
No Armor
Weapon Slots: 3 Slots Used (Maximum of 6)
Quarterstaff (1)
2 Handaxes (2)
Readied Item Slots: 2 Slots Used (Maximum of 4)
1 Potion of Healing (2d4+2)
Reszur
Stored Item Slots: 4 Slots Used
5 days rations (1)
Waterskin (1)
Traveler's Clothes(1)
Herbalism Kit (1)
A chess piece fashioned to look like fire myrmidon. (0)

Background:

Hermit: You lived in seclusion - either in a sheltered community such as a monastery, or entirely alone for the formative part of your life. In your time apart from the clamor of society; you found quiet, solitude, and perhaps some of the answers you were looking for.

Personal Characteristics:

Alignment: Lawful Neutral
Personality: Narnel is utterly serene, even in the face of disaster. He spends hours in a trance-like meditative state every day. This revives him to the extent that he is otherwise unflustered when events take a negative path. It makes him efficient in melee combat as those around him thrash and heave, he is like the eye of the hurricane, unleashing death to everything surrounding him. He constantly seeks balance between the elements of nature, and his desire to learn more about elemental sources of power is a constant subject to which he tries to steer all conversations. He remains quiet and contemplative most times, and he really does not make many friends. However, Narnel is not off-putting. He is actually quite friendly, just not very talkative. Attuning his body with nature is how he spends most of his time. He seeks enlightenment through such attunement by balancing the forces of nature that he has discovered are no longer in harmony. This enlightenment can only be obtained by destroying the elemental nodes, at least in the immediate vicinity.
Appearance: Narnel is tall and well-muscled for an elf. He stands 6'2' and weighs 185 lbs. He is often described as wiry. His skin has a greenish hue and his hair is jet black. Narnel's eyes are violet in color. His eyes are penetrating, and you can almost see the wheels turning behind his countenance. His logical and dogmatic thought-process is worn upon his visage. He has tattoos over most parts of his arms and has begin to tattoo his arms. The patterns represent the elemental powers of nature. He walks lightly on his feet, and one can tell that he has a catlike grace to his movements.
Ideal: Logic: Emotions must not cloud our sense of what is right and true, or our logical thinking.
Bond: Narnel still seeks the enlightenment that he pursued in his seclusion, and it still eludes him.
Flaw: I am dogmatic in my thoughts and philosophy.

Back Story:

Narnel spent most of his youth in an elven settlement in the forest of Westwood in the western Dessarin Valley. In his adolescent years, his family saw fit to send him to a small Monastery of Ilmater hidden in the same forest. The reasons behind his enrollment were simple. Narnel was a third child. His older brother had the necessary attributes to pursue a career as a ranger of the settlement, and had progressed through the ranks formidably as a leader. His older sister possessed an intelligence not seen for centuries among the elven settlement. She would be trained in the arcane arts. However, while Narnel was very agile and modestly intelligent, he lacked in the superiority necessary to pursue study in either of his siblings' pursuits. When this was coupled with his quiet and meditative demeanor, his parents felt his best fit would be to study among the monks.

During his decades of study in seclusion, Narnel perfected the martial arts and dedicated himself to the studies of the elemental powers. In fact, his path will certainly lead inevitably to the Way of the Four Elements upon his further enlightenment. This was simply guaranteed and logical as a result of his discovery that nature is out of balance. Terrible disaster is drawing closer with every passing day. To restore the balance of nature, Narnel knew that he must seek out and destroy the four elemental nodes, that were to be found in the nearby area of Red Larch. This discovery has forced Narnel out of the seclusion of the monastery and into society to attain the enlightenment he seeks as the force that will enable a return to balance for nature.


Emerald Enclave:

The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.

Goals
Restore and preserve the natural order.
Destroy all that is unnatural.
Keep the elemental forces of the world in check.
Keep civilization and the wilderness from destroying each other.

Beliefs
The natural order must be respected and preserved.
Forces that upset the natural order must be destroyed.
Civilization and the wilderness must learn to coexist peacefully.

Emerald Enclave Member Traits
Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.

Ranks
Springwarden (rank 1)
No requirements.
Participate and earn renown points.
Summerstrider (rank 2)
3 Renown Points required.
Apprentice to mentor and access to secret missions.
Autumnweaver (rank 3)
10 Renown Points and complete one secret mission, 5th level
Access to faction specific downtime activity.
Winterstalker (rank 4)
25 Renown Points, complete 3 secret missions, 11th level.
Become a mentor.
Master of the Wild (rank 5)
50 Renown Points, complete 10 secret missions, 17th level.
Become a faction leader.

The enclave’s greatest stronghold in the region is the fortified farm and abbey to Chauntea called Goldenfields. Abbot Ellardin Darovik is a senior agent of the Emerald Enclave. In the High Forest to the east lies Shadowtop Cathedral, another of the enclave’s meeting places.

Area Contacts:
(Red Larch) Haeleeya Hanadroum: Owner of the bath house/dress shop. Caters to local women seeking dresses for special occasions. She hears a lot of gossip.
(Goldenfields) Abbot Ellardin Darovik in Goldenfields
(Dellmon Ranch) Dreena Dellmon: A young druid.
(Unknown Location) Flamerin Verminbane: A lightfoot halfling scout, delelgate to the elves of the High Forest.

Mission 1 The moon elf Teresiel (Who was part of the delegation) had in her possession a pouch of magical seeds she was taking to the abbey of Goldenfields, not far from Red Larch. When planted, these seeds are supposed to grow into a magical grove. The seeds need to be recovered at all cost.


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