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Paracount Julistar

Taurven Wess's page

298 posts. Alias of Waterhammer.


Full Name

Taurven Wess

Race

Half-elf

Gender

Male

Size

M

Age

27

Alignment

Chaotic Good.

Deity

Tymora

Languages

Common, Elven, Goblin

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 12
Charisma 15

About Taurven Wess

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Taurven Wess
Male half-elf bard (archaeologist) 5/ranger (trapper) 4 (Pathfinder RPG Ultimate Combat 32, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +20
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Defense
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AC 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +3 Dex, +1 dodge)
hp 72 (9 HD; 5d8+4d10+20)
Fort +8, Ref +12, Will +7; +2 vs. enchantments
Defensive Abilities trap sense +1, uncanny dodge; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 cold iron longsword +12/+7 (1d8+4/19-20) or
. . dagger +10/+5 (1d4+3/19-20) or
. . whip +10/+5 (1d3+3 nonlethal)
Ranged +2 composite longbow +13/+8 (1d8+4/×3)
Special Attacks archaeologist's luck 6 rounds/day (+2), combat style (archery), favored enemy (evil outsiders +2)
Bard (Archaeologist) Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—cat's grace, invisibility, summon monster II
. . 1st (5/day)—abundant ammunition[UC], comprehend languages, cure light wounds, detect secret doors
. . 0 (at will)—dancing lights, detect magic, mage hand, mending, prestidigitation, read magic
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Statistics
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Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 15
Base Atk +7; CMB +10; CMD 25
Feats Alertness, Blind-fight, Dodge, Endurance, Lunge, Precise Shot, Skill Focus (Perception), Weapon Focus (longbow), Weapon Focus (longsword)
Traits armor expert, suspicious
Skills Acrobatics +10, Appraise +8, Bluff +8, Climb +7, Diplomacy +8, Disable Device +14, Disguise +6, Escape Artist +7, Heal +5, Intimidate +6, Knowledge (dungeoneering) +8 (+10 to navigate underground), Knowledge (local) +8, Knowledge (nature) +8, Perception +20, Ride +7, Sense Motive +15, Sleight of Hand +9, Stealth +15, Survival +8 (+10 to avoid becoming lost when using this), Swim +7, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ bardic knowledge +2, clever explorer +2, elf blood, elf ranger, favored terrain (urban +2), hunter's bond (snake, viper named animal companion), lore master 1/day, rogue talent (weapon training), track +2, trapfinding +2, wild empathy +6
Combat Gear acid (3), holy water (3), oil, smoke pellet (3), smokestick (3), tanglefoot bag, weapon blanch (adamantine) (3), weapon blanch (silver) (3); Other Gear +2 mithral chain shirt, +1 cold iron longsword, +2 composite longbow (+2 Str), arrows (20), blunt arrows (20), dagger (2), smoke arrows (3), whip, belt of physical might +2 (Str, Con), cloak of resistance +1, goggles of night, ring of feather falling, ring of protection +1, bedroll, belt pouch, chalk (5), charcoal stick (3), compass, flint and steel, ink, black, inkpen, masterwork backpack, masterwork thieves' tools, parchment (5), scroll case, signal whistle, silk rope (100 ft.), soap, torch (3), trail rations (5), waterskin, 78 gp, 8 sp, 1 cp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Archaeologist's Luck +2 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Armor Expert -1 Armor check penalty.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Blind-Fight Re-roll misses because of concealment, other benefits.
Clever Explorer +2 (Ex) Half time to use disable device.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
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 Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
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.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Born in Elturel, Taurven's young life was difficult. He never knew his father and his mother was forced to make her living as a seamstress, disowned by her family. They had taken a dim view of her dalliance with an elf, and had no room for a half-elf child. Taurven's mother had little time for him so he grew up on Elturel's streets. It seemed like there was never enough food, so Taurven turned to pick-pocketing and burglary to supplement his income. Taurven always managed to stay one jump ahead of the law and when he was old enough, he joined the Hellriders as a recruit. In that organization he learned to ride, fight, and use a bow. He was assigned to the scout division of the Hellriders, where he learned to be sneaky, even in heavy armor. Taurven really didn't take to the military life, though. He mustered out as soon as his first term was up. Taurven next joined the High Moor Hero's Guild, earning some notoriety as a successful explorer of old ruins in the High Moor. Currently Taurven is a wanderer. He takes on contracts with trade caravans going to places he has never seen before. Of course, the Underdark sounds intriguing...

Appearance and personality.:
Taurven is 6' tall and weighs 182 lbs. He carries himself with the confidence that comes with experience. Taurven has brown, long hair that he draws back in a pony-tail most of the time. His goatee is of darker brown than his hair. Taurven's eyes are black and expressive.
Taurven wears a black cloth jerkin over his silvery armor. His long sleeved undershirt and trousers are dove-gray. He wears a black cape with a hood that is usually thrown back. His leather boots are black and dagger hilts jut out of his boot-tops. Taurven's forearms are guarded by black leather bracers. He keeps his bow in a black leather case on his back, along with a black leather quiver and backpack. His cold steel longsword is scabbarded on his left hip.

Though he started life as a thief, Taurven has grown disinterested in stealing. Instead he wants to make up for past mistakes. He wants to leave the world a better place than he found it. Taurven is willing to help the helpless and innocent, wherever he finds the need.

Flicker the Snake:
Flicker-Animal Companion
Viper snake
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 8 ()
Fort +3, Ref +6, Will +1
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Offense
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d3-1 plus poison)
Special Attacks poison
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Statistics
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Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Base Atk +1; CMB -1; CMD 13 (can't be tripped)
Feats Dodge
Tricks Attack, Defend, Seek, Stay
Skills Acrobatics +3 (-1 to jump), Climb +11, Perception +5, Stealth +11, Swim +11
SQ attack, defend, seek, stay
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Special Abilities
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Attack [Trick] The animal will attack on command.
Climbing (20 feet) You have a Climb speed.
Defend [Trick] The animal will defend you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 11) (Ex) Poison: Bite- injury; save Fort DC 11; frequency 1/day for 6 days; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Swimming (20 feet) You have a Swim speed.


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