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Simelien Cutanryl's page

31 posts. Alias of Reckless.


About Simelien Cutanryl

Simelien Cutanryl
Male elf investigator (empiricist) 4/warder (zweihander sentinel) 4/gestalt 4 (Pathfinder RPG Advanced Class Guide 30, 100)
LG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +13
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 41 (4d12)
Fort +5, Ref +9, Will +6 (+2 save vs. illusion and disbelievable effects); +2 vs. enchantments
Defensive Abilities trap sense +1; Immune sleep; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee +1 elven curve blade +8 (1d10+5/18-20) or
. . armament shield bash +7 (1d3+3)
Ranged mwk composite longbow +8 (1d8+1/×3)
Special Attacks 1 circular stance, 1 iron shell, 1 red zephyr's strike, 1 running hunter's stance, 1 scything strike, 2 bloody riposte, studied combat (+2, 4 rounds), studied strike +1d6
Spell-Like Abilities (CL 4th; concentration +4)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +8)
. . 2nd—barkskin (2)
. . 1st—combat awareness, cure light wounds, mistsight, shield
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Statistics
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Str 13, Dex 16, Con 11, Int 18, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Combat Reflexes, Deadly Agility, Tactical Rush, Weapon Finesse
Traits clever wordplay, giant slayer, helpful
Skills Acrobatics +10, Appraise +8, Bluff +11, Climb +5, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +0 (+4 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +15, Disguise +4, Escape Artist +7, Handle Animal +4, Heal +7, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (martial) +8, Knowledge (nobility) +8, Linguistics +8, Perception +13, Ride +7, Sense Motive +11, Sleight of Hand +7, Spellcraft +8, Stealth +7, Survival +5, Use Magic Device +10; Racial Modifiers +2 Perception, ceaseless observation
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan, Thassilonian
SQ Aegis, alchemy (alchemy crafting +4), armament shield, Armiger's Mark, Defensive Focus, inspiration (6/day), investigator talent (effortless aid), keen recollection, tactical acumen, trapfinding +2, zweihander training
Combat Gear wand of cure light wounds, acid, alchemist's fire, durable arrow (20), healer's kit, oil; Other Gear mwk studded leather, +1 elven curve blade, mwk composite longbow (+1 Str), cloak of resistance +1, ioun torch ioun stone, alchemy crafting kit, belt pouch, candle (2), canteen, flint and steel, ink, black, ink, colored, inkpen (3), masterwork backpack, masterwork thieves' tools, mirror, paper (4), parchment (4), perfume/cologne, sewing needle, silk rope (50 ft.), travelling formula book, waterproof bag, bison (combat-trained), acid, alchemist's fire, antiplague, antitoxin, bedroll, bell tripwire trap, bellows, bit and bridle, blanket, bullseye lantern, waterproof, cage, tiny, candle, canteen, chalk, chalkboard, cheat sheath, coffee pot, crowbar, drill, ear trumpet, feed (per day), firewood (per day), flask, flint and steel, folding chair, folding pole, hammer, hammock, marbles, mess kit, oil, pack saddle, piton, portable alchemist's lab, portable ram, roperunner, saddlebags, saw, scroll box, shovel, folding, silk rope (250 ft.), soap, tent, medium, thread (50 ft.), traveler's outfit, twine (50'), whetstone, 207 gp, 6 cp
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Special Abilities
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1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Red Zephyr's Strike (Readied, 1/Encounter) (Ex) Strike: Make a melee attack, then make an immediate 10ft movement.
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
1 Scything Strike (Readied, 1/Encounter) (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
2 Bloody Riposte (Readied, 1/Encounter) (Ex) Counter - Make a counter attack as an immediate action after being struck in melee combat with a +2d6 damage bonus.
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -4 (4 rounds, 6/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +14% to ASF for 4 rounds
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Deadly Agility Use Dex for damage with light and finesse weapons
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +8 to CMD vs. Acro to avoid AoO
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action.
Elven Immunities - Sleep You are immune to magic sleep effects.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Tactical Acumen (Ex) Use INT for Ref save and Initiative, if higher than DEX
Tactical Rush Move up to your speed as a swift action 1/encounter
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon
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Sim was born on the distant world Sovyrian,yet, having spent barely over four years there before his parents returned to Golarion has little to no memory of the place. Much of Sim's childhood was spent in Kyonin, where he was trained in ancient elven combat styles and alchemy.

Since becoming an adult in the eyes of the elvish community, Sim has travelled much of Northern Avistan, seeking an ever-broader experiential palette with which to paint his mindscape. His natural curiosity and voracious intellect have led him into more than one adventure. Sim longs for the company of equal minds and martial prowess, and, to that end, seeks the company of fellow adventurous folks, as he finds equals among the common folk to be much rarer. As a comrade, Sim adapts his tactics and skill set as needed to benefit his party in the most efficient and tactical ways.

Sim's morning routines are a flurry of intellectual and physical workouts, designed to prepare himself for the challenges of the coming day. Precisely timed katas interspersed with alchemical preparation activities loosen up both his mind and body while instilling the necessary discipline to see his intentions through.

Indeed, Sim's discipline is a rare commodity among elvenkind; he rarely involves himself in frivolous activities, despite his insistent acknowledgement of the value of such activities to others. He would rather spend his free time pursuing the perfection of mind and grace inherent in his potential.

Sim Portrait

PDF Character Sheet

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Tremorfoot
Male bison herd animal (Pathfinder RPG Bestiary 174)
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
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Defense
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AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 60 (5d8+20)
Fort +8, Ref +4, Will +1
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Offense
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Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
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Statistics
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Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, 26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +0 (+4 to jump), Perception +8, Survival +0 (+1 to start or maintain fires when using this)
SQ combat riding
Combat Gear acid (3), alchemist's fire (3), antiplague, antitoxin, oil (7); Other Gear bedroll, bell tripwire trap (4), bellows, bit and bridle, blanket, bullseye lantern, waterproof, cage, tiny, candle (8), canteen, chalk, chalkboard, cheat sheath, coffee pot, crowbar, drill, ear trumpet, feed (per day) (10), firewood (per day) (2), flask (4), flint and steel, folding chair, folding pole, hammer, hammock, marbles, mess kit, pack saddle, piton (10), portable alchemist's lab, portable ram, roperunner, saddlebags (2), saw, scroll box, shovel, folding, silk rope (250 ft.), soap, tent, medium, thread (50 ft.), traveler's outfit, twine (50'), whetstone
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bellows +1 Survival to start fires.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
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Tremorfoot Image