Elf

Aelbourne Callandriil's page

7 posts. Alias of AJM4885.


Full Name

Aelbourne Callandriil

Race

Half Elf Rogue (unchained) [Scout] 4/Fighter 3 [spoiler=Character Information] [HP: 58/58]; [Armor Class: 23; Touch: 16; Flat Footed: 18]; [BAB: +6; CMB: +10; CMD: 24];

Classes/Levels

[Saves: Fortitude: +7*; Reflex: +10*; Will: +6 (+1 vs. fear) * (+2 vs. enchantment spells or effects)]; [Immunities: Sleep]; [Initiative: +10]; [Low-light Vision, Perception: +14][/spoiler]

Gender

Male

Size

Medium

Age

26

Special Abilities

Danger Sense +1; Evasion; Immunity to Sleep; Scout's Charge; Sneak Attack +3d6

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Hallit, Elven, Sylvan

Strength 14
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 12
Charisma 9

About Aelbourne Callandriil

Aelbourne Callandriil
Male half-elf fighter 3/unchained rogue (scout) 4 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (elf, human)
Init +10; Senses low-light vision; Perception +14
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Defense
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AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural)
hp 58 (7 HD; 4d8+3d10+21)
Fort +7, Ref +10, Will +6 (+1 vs. fear); +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 cold iron elven curve blade +12/+7 (1d10+7/18-20) or
. . club +8/+3 (1d6+2) or
. . dagger +10/+5 (1d4+2/19-20)
Ranged mwk composite longbow +11/+6 (1d8+2/×3)
Special Attacks scout's charge, sneak attack (unchained) +3d6
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Statistics
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Str 14, Dex 18, Con 14, Int 12, Wis 12, Cha 9
Base Atk +6; CMB +10; CMD 24
Feats Accomplished Sneak Attacker, Agile Maneuvers, Cleave, Combat Expertise, Deadly Aim, Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus
Traits elven reflexes, frontier-forged (any frontier area)
Skills Acrobatics +19, Appraise +5, Climb +6, Disable Device +16, Escape Artist +14, Knowledge (dungeoneering) +7, Knowledge (engineering) +9, Knowledge (local) +8, Linguistics +5, Perception +14, Sleight of Hand +14, Stealth +19, Survival +7 (+8 to get along in the wild), Swim +6; Racial Modifiers +2 Perception
Languages Common, Elven, Hallit, Sylvan
SQ armor training 1, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, finesse weapon attack attribute, rogue talents (fast stealth, stand up), trapfinding +2
Combat Gear potion of barkskin +2, potion of cure moderate wounds; Other Gear mithral breastplate, +1 cold iron elven curve blade, club, dagger (4), mwk composite longbow (+2 Str), amulet of natural armor +1, boots of the elven spirit, cloak of elven resistance +1, handy haversack, ring of protection +1, belt pouch, belt pouch, blanket[APG], flint and steel, masterwork thieves' tools, mess kit[UE], signal whistle, trail rations (5), waterskin, whetstone, light horse (combat trained), bedroll, bit and bridle, blanket, feed (per day), folding shovel, hemp rope (50 ft.), medium tent, riding saddle, saddlebags, 269 gp, 8 sp, 8 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stand Up (Ex) Stand up as a free action (provokes AoO) or swift action (no AoO).
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

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Windswift CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding, finesse weapon attack attribute
Other Gear bedroll, bit and bridle, blanket[APG], feed (per day) (2), folding shovel[UE], hemp rope (50 ft.), medium tent[APG], riding saddle, saddlebags
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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Background:

Aelbourne grew up on a farmstead just outside Brevoy’s border, it wasn’t much but it was home. Even this close to the kingdom the threat of banditry was of real concern. One day as Aelbourne was helping his mother with the chores a group of raggedy men rode up to the farmhouse on scraggly horses and demanded to speak with Aelbourne’s father.

They told the elder Callandriil that in exchange for money and a cut of the farm’s harvest they would provide “protection” against any other roaming bands who might seek to prey upon them. Visibly angered, but fearing for his family, Aelbourne’s father agreed. After the men left his father took the young boy to the barn and from the rafters above the shed’s door took down an oil-soaked cloth bundle that Aelbourne had never seen before. Inside was a huge sword that glinted in the torchlight. Despite its size it had an elegant grace to it that hinted at its manufacture. Gravely, the older man told his son that all evil needed to flourish was for good men to do nothing and even though his days were behind him, Aelbourne’s were still ahead of him. It was to this end that he would teach Aelbourne to wield this sword, a family heirloom handed down from generation to generation.

Months passed and the uneasy truce with the bandit gang began to fray as they demanded increased “tribute” to keep the farmers in the area “safe”. After a particularly bad harvest Aelbourne’s father begged for some relief from the “taxes” the bandits were demanding but his pleas fell upon deaf ears as they took what they wanted and left the family with barely enough to survive the coming winter. That winter was the worst that anyone could remember, and it lasted long into the spring. Despite what foodstuffs the family had stored, starvation was a constant companion, always looming over their shoulders.

As the bandit’s grew more secure in their control over the cowed farmers they began to send less and less of themselves to collect their due, until one day only one of them showed up to the Callandriil farm. Unsatisfied with the quality of the foodstuffs, the brigand accused Aelbourne’s father of keeping the good stuff for themselves and slapped him to the ground. Standing, his balled fists the only sign of his anger, he stared stoically at the bandit which only enraged him more as he punched Aelbourne’s father in the gut, bringing him to his knees.

The abuse was too much for Aelbourne to stand and he emerged from the barn with his father’s sword in his hand. Rushing headlong across the courtyard wildly swinging the sword before he charged toward the outlaw, despite his father’s shouted protests. To his credit, the bandit stood his ground and waited for the youngster to approach and when he was close enough, he punched Aelbourne in the face, knocking him to the ground and causing him to drop the sword. Laughing, the bandit told the family that he was going to tell the band’s leader about this, and things were not going to go well with the family when he returned. Seeing his son’s bloody face and hearing the bandit’s laughter, as well as his none too veiled threats, something within the elder Callandriil snapped and he calmly picked up his family’s sword and in one fluid stroke separated the brigand’s head from the rest of his body.

Expecting retribution for what he had done, Aelbourne’s father had the family pack up their meager belongings and load them up on their wagon.

After dragging the bandit’s corpse into the farmhouse and, without a backwards glance, tossing a lit torch through the open door he climbed aboard the family's wagon. As the flames of the funeral pyre began to reach into the sky, his father snapped the reins on the wagon and, with a tear in young Aelbourne’s eye, headed the family back to Restov.

Years passed and Aelbourne grew from a gangly youth into a fine young man. Remembering his father’s words about the growth of evil, the younger Callandriil joined the Restov city guard and soon rose through the ranks. When he heard about the Swordlord’s expedition to restore order and stability to the Stolen Lands, he enthusiastically volunteered.