Elf Archer

Shevin Malrad's page

No posts. Organized Play character for Clebsch73.


Full Name

Storm Hawk (her real name is a closely kept secret)

Race

Snowcaster Elves

Classes/Levels

Barbarian 1

Gender

Female

Age

130

Deity

Ketephys

Location

Crown of the World

About Shevin Malrad

Background:
Shevin Malrad is from the Snowcaster elves who live secretive lives at the Crown of the World. Most people think they are nomads because their settlements are well hidden from non-elves. When Shevin was still a relative youngster (35 years), the tribe got into a war with a tribe of giants. This meant life was hard, often having to move to places of safety, journeys that often involved risk. Young Shevin got used to the excitement of these times and this eventually led her to be frustrated with the limited possibilities once the war was resolved.

When she came of age, Shevin had to pick a task to prove her to be ready for adult responsibilities (this was around age 100). She picked a ritual hunt and before she started she prayed to the Elven God of the Hunt, Ketephys. While in the wild, she encountered a polar bear and resolved to kill it, although such creatures are normally considered prey only an experienced and highly skilled hunter would try to take alone. She was rash and began to take wounds and felt herself outmatched. But at that point, she saw a vision of Ketephys and his hunting companions, Meycho and Falling Star (dog and hawk), who began to distract the bear and show her how to attack. She prevailed and when she dragged the carcass back to the tribe, she was regaled as a great hunter.

The prince of the tribe, Eldar Daeharice, took notice of her, he being still relatively young and without a bride. They formed a close friendship, for he too was a good hunter. They hunted together and soon friendship developed into romance. He finally proposed, and she accepted the proposal. This meant she was destined to become a princess. But as the preparations for the marriage worked through the lengthy process required for the marriage of royal blood, Sheven had second thoughts. She feared if she became a princess, she would never again enjoy the freedom to hunt when she wanted and go where she pleased, always dogged by royal bodyguards and minders.

She gathered her possessions, including her most prized possession, a battle helmet made from the skull and flesh of the polar bear she killed, and slipped out of camp during a snowstorm, guaranteeing she could not be followed. She traveled into the realms of the humans, spent some time in the Ulfen and Kellid settlements. Eventually, she encountered some Pathfinders who told tales of adventure and learned of the many lands of the Inner Sea. She decided to join the Pathfinders and begin a life of adventure.

Appearance:
Shevin is larger than average for elven women, 6'2", 120 lb. She is strong and graceful, for one so tall, with a shapely figure that is rarely seen, for she wears her hide armor most of the time. She has a stately if slightly cold beauty to her face, with pure white hair, dark eyes, and a fair complexion with a few freckles. Her hair has begun to gain some blond streaks as a result of getting more sun and a different diet as a Pathfinder. She keeps the holy symbol of Ketephys in prominent view at most times, a crescent moon with a hawk inlaid.

Behavior and Temperament:
Shevin is carefree and spontaneous, enjoying music, dance, games, and good stories. She can be disturbingly blunt, however, a trait she acquired from her tribe who instinctively treated outsiders without concern for their feelings, hoping they would be less interested in having anything to do with the elves. She's losing this little by little as she gets more accustomed to life among humans and other races. She has a temper, however, and does not suffer fools gladly. Many a would-be lothario has suffered a tongue-lashing or sometimes a beating for insulting her.

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Shevin Malrad
Female Elf Barbarian 1
CG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 12 (1d12)
Fort +2, Ref +2, Will -1; +2 racial bonus vs enchantment spells and effects
Immune sleep

DEFENSE while raging:
AC 14 (+4 Armor, +2 Dex, -2 rage)
hp 13 (1d12 + 1)
Fort +4, Ref +2, Will +1; +2 racial bonus vs enchantment spells and effects

OFFENSE
Speed 40 ft.
Melee Elven Curve Blade +4 (1d10+4/18-20/x2) or Short Sword +4 (1d6+3/19-20/x2) or quarterstaff +4 (1d6+4) or Spear +4 (1d8+4) or dagger +4 (1d4+3/19-20/x2)
With Power Attack: Elven Curve Blade +3 (1d10+7/18-20/x2) or Short Sword +3 (1d6+5/19-20/x2) or quarterstaff +3 (1d6+7) or Spear +3 (1d8+7) or dagger +3 (1d4+5/19-20/x2)
Ranged Shortbow +3 (1d6/19-20/x2, 60 ft.) or Spear +3 (1d8+3/x3, 20 ft.) or dagger +3 (1d4+3/19-20/x2, 10 ft.)
Special Attacks rage (4 rounds/day)

OFFENSE while raging:
Melee Elven Curve Blade +6 (1d10+7/18-20/x2) or Short Sword +6 (1d6+5/19-20/x2) or quarterstaff +6 (1d6+7) or Spear +4 (1d8+7) or dagger +4 (1d4+5/19-20/x2)
With Power Attack: Elven Curve Blade +5 (1d10+10/18-20/x2) or Short Sword +5 (1d6+7/19-20/x2) or quarterstaff +5 (1d6+10) or Spear +3 (1d8+10) or dagger +3 (1d4+7/19-20/x2)
Ranged Shortbow +3 (1d6/19-20/x2, 60 ft.) or Spear +3 (1d8+5/x3, 20 ft.) or dagger +3 (1d4+5/19-20/x2, 10 ft.)

STATISTICS
Str 16, Dex 14, Con 10, Int 14, Wis 9, Cha 14
Base Atk. +1; CMB +4; CMD 16
Feats Power Attack
Traits Amor Expert, Indomitable Faith
Skills Acrobatics +4, Climb +5, Intimidate +6, Knowledge (Nature) +6, Perception +5, Survival +3, Swim +5
ACP -2
Languages Common, Elven, Orc, Hallit, Ulfen
Combat Gear Hide Armor, Elven Curve Blade, Shortbow, arrows (20), short sword, quarterstaff, spear (3), dagger
Other Gear 6 gp
Weight carried: 62
Encumbrance levels: Light 76, Medium 153, Heavy 230

STATISTICS while Raging:
Str 20, Dex 14, Con 14, Int 14, Wis 9, Cha 14
Base Atk. +1; CMB +6; CMD 18
Skills Acrobatics +4, Climb +7, Intimidate +6, Swim +7
ACP -2

Default skills (no ranks):
normal/raging
Appraise +2/-, Bluff +2/-, Diplomacy 2/-, Disguise +2/-, Escape Artist 2/-, Heal -1/-, knowledge +2/-, Perform +2/-, Ride +2/+2, Sense Motive -1/-, Stealth +2/-,

Elf Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Barbarian Class Features:
Alignment: Any nonlawful.
Hit Die: d12.
Class Skills
The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Level BAB Fort Ref Will Special
__1___1____2__0___0__Fast Movement, Rage

Class Features
All of the following are class features of the barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but
can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.


Feats:
1st Level: Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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.