Kazim

Alraniel "Nel" Sandhal's page

383 posts. Alias of Quill the Owl.


Full Name

Alraniel Sandahl

Race

Half Elf Cavalier (Order of the tome) 5 | AC 21 T 11 FF 23| HP 46/77 | Fort + 8 Ref +4 Will +3 | Init + 3 | Perc + 9

Classes/Levels

Status:
Status: None | Challenge 2/2 Tactician 2/2
Gibraltar 34/34 hp

Gender

Female

Age

28

Homepage URL

Alraniel's Character Picture Gabraltar, Nel's Horse

About Alraniel "Nel" Sandhal

Backstory:
Alraniel was conceived between a Mierani warrior and a traveling human adventurer, through a quick trice that was never spoken of again. Growing up was difficult for Alraneil; she felt awkward around her human peers, as she learned at a slower pace than them, but around elves of her own age she greatly surpassed them. She grew up in the Beacon’s Point district of Magnimar, where she was bullied immensely as a child for her love of literature and folklore. Instead of fighting back, Nel learned how to see them coming, and flee before the gangs of local children could descend upon her.

Her mother was never around much during the day as she was a city guard tasked with ensuring the Lord-Mayor’s safety. As such, Nel would wandered around the city districts listening to the stories that the varisian harrowers would tell. Eventually, the story time turned into a language lesson, and soon Alraniel found herself able to understand the vibrant tongue. Then one day, Nel’s mother never made it home. She waited in the house after nightfall, waiting for her mother to return with whatever meager rations, so that she could make a stew, but she never came. The next morning, Alraneil made her way to where her mother was normally stationed.

The area was swarming with guards, one of which recognized Nel. The reality of the situation sunk in. Her mother had saved the Lord-Mayor, but at the cost of her life. Now Nel, at the age of ten, was truly alone in the city of Monuments. Having no clue as to who her father was, Nel tried to stay in the city by learning a trade, but after bouncing from apprenticeship to apprenticeship for a couple of years, Nel decided to try her luck in northern Varisia.

What she found, on her journey north, was a horse and its drunken rider. After helping to sober the knight up, she found out that he was a cavalier sworn to preserve knowledge, so that future generations might be able to learn from the past. Enraptured by the knight’s pledge, Alraniel begged to be taken on as his squire. After much persuading, the man agreed. The knight taught her swordsmanship, the differences in religious denominations, such as the ones who allowed bookwrights and authors to speak their mind, and which ones wanted a particular story told. He also taught her how to read the ancient ruins that dotted the Inner Sea’s landscape, claiming that in order to appreciate knowledge, she needed to understand where it came from.

Ten years past, and Alraniel, now 24, was a cavalier in her own right. She had taken the oath to preserve all written knowledge at any cost, even at the cost of her own life. As a parting gift from the man she had served, she received a Shoanti bred horse and a journal. She named her Gabraltar, after a river in a story she had heard as a child, and set forth to make a name for herself. Nel set her course to Riddleport, hearing that half-elves would be treated with more respect than in other provinces in Varisa.

That was when the trouble all began. Shortly after entering in the pirate town, Nel’s eye was caught by a beautiful tome on display in a shop’s window. It was a rare, first print run of a set of Varisian tales. Knowing that she didn’t have the funds on her to buy it outright, she convinced the shop owner to hold it for her, putting most of her gold down on the book. With what little remained of her funds, Nel decided to leave it, like much of her life, to chance. She entered in several gambling tournaments, never making enough to buy her precious book, but just enough to cover her own expense. She just recently paid off a broker, and with the last coin to her name, she plans on entering the Golden Goblin’s tournament, with hope to win enough to earn her book.

Personality:
Nel is a very trusting individual who gets along well with anyone regardless of their appearance. She can be a bit of a know-it-all, but understands that other people would like to have the chance to speak too. She is fiercely loyal and quick to forgive, but will never forget. She prefers to talk people down, rather than attack. She does understand however, that sometimes no matter the amount of talking you do, there will be times when she will have to fight.

Outlook:
Nel's outlook on the rest of the world is surprisingly trusting, despite where she grew up. She will take someone at their word, until she is given a reason not to. Nel also believes that even with Aroden gone, this Age of Lost Omen, might end up being better than what people think. Nel sees the good in everyone, and although her kind heart has gotten her into trouble, she understands that evil must exist to help accomplish things that might not otherwise happen. Nel is willing to do unsavory acts, like stealing or shaking down someone for information, while also knowing when kindness and a gentle hand is needed to coax what she needs from others. Nel's ultimate driving power, is her need to prove herself, and show that half-elves deserve their own place in society; not just as undesirables or exotic pets.

Appearance:
Whether due to her height or her looks, Alreniel gets odd looks everywhere she travels. She is well over the normal human height, standing at 6'1, and often has to duck to safely enter through doorways. What most people would describe as her most striking feature, however, is her eyes. They are a brilliant blue, which can give people the sense that she can look straight into your soul. As is a custom with half-elves, Alreniel has slightly pointed ears, which she tries to hide, by either tying her brown hair back, or by adorning some form of headgear.
As if her height or eyes were not enough to attract attention when she enters a room, her light blue heraldry helps her stand out even more. Nel also favors heavy armor, and as such most people are able to hear her, before they see her. Suffice to say, Nel's strength does not lie in sneaking about town looking for information, but rather in directly dealing with problems. She is never seen without her ratty journal, which she occasionally uses to jot down notes, rumors, and other important events going on in her life.

Nel Sandahl
Female Half-Elf Cavalier(Order of the Tome) 7
N Medium Humanoid (human, elf)
Init+3; Senses Low-Light vision 40 ft via torch; Perception +9
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Defense
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AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 77(7d10+17)
Fort +8*, Ref +4*, Will +3*; *+2 vs enchantments
Immune magical sleep
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Offense
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Speed 30 ft.; 20 ft in armor
Ranged Shortbow +8/+3 (1d6 /x3)
Melee +1 cold iron Longsword +13/+8 (1d8+5 19-20/x2)
Masterwork Longsword +12/+7 (1d8+4 19-20/x2)
Masterwork silver longsword +13/+8 (1d8+3 19-20/x2)
Cold Iron Longsword +12/+7 (1d8+4 19-20/x2)
Special Attacks challenge ( +7 damage, -2 AC, +2 to saving throws vs spells or spell-like abilities and +2 to Bluff and Sense Motive, 3/day)
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Statistics
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Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 14
Base Atk +7/+2; CMB +11; CMD 22

Feats:
Weapon Focus(longsword), Escape Route, skill focus (diplomacy), Power Attack, Outflank, Pack Attack, Golden Legion's Stayed Blade

Traits:
reactionary +2 to initiative
Optimistic Gambler every time I am affected by a moral effect, I roll a d4, the morale effect last the allotted time plus the d4

Skills:
Bluff +7, Diplomacy +15, Handle Animal +12, Knowledge(Arcana) +12, Knowledge(Religion) +6, Linguistics +15, Perception +9, Ride +7

Languages:
Abyssal, Common, Draconic, Elven, Azlanti, Thassilonian, Varisian, Tein, Undercommon, Aklo, Orc

Gear:
Journal 10 gp, masterwork longsword 315 gp, +1 Full plate 2650 gp, shortbow 30 gp, Arrows (19) 1 gp Cavalier Kit [Backpack, Bedroll, belt pouch,flint and steel, iron pot, mess kit, rope (50 ft), soap, torches (10), trail rations (5), waterskin)] 23 gp. Alchemist's fire 20 gp, Signal Whistle 8 sp, Acid 10 gp, Whetstone 2 cp, cold iron longsword 30 gp, masterwork silver longsword 405 gp oil of align weapon 300 gp, cloak of resistance +1 1000gp, +1 cold iron longsword 4330 gp, order of the tome's book satchel 12000 gp

Coin:
5494gp, 0 sp, 4 cp

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Special Abilities
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Special:
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
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.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Expert Trainer +3 (Ex) +3 to train mounts, reduced training time option.
Golden Legion’s Stayed Blade Instead of killing enemy, deal enough damage to reduce HP to -1, and leave it stable.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mount (Ex) Gain the services of a special animal companion.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Attack Ally's attack allows you to take a 5-foot step
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Specialized Knowledge (Knowledge [arcana]) (Ex) +3 on Know (Arcana) checks involving books, tomes, scrolls, or any other form of written knowledge.
Tactician (Escape Route, 6 rds, 2/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Tome's Challenge +7 (3/day) (Ex) +7 to damage target, -2 AC vs. others when used, +2 to save vs. spells/SLA cast by challenge target and bluff/sense motive vs. same.
Multitalented: Half-elves choose two favored classes at first level(Cavalier, Bard)

Gibraltar Character Crunch:

Gibraltar
Female horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, -1 size)
hp 51 (6d8+24) (currently 45)
Fort +9, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 23 (27 vs. trip)
Feats Dodge, Run, Valiant Steed
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Exclusive, Guard, Heel
Skills Acrobatics +6 (+10 to jump with a running start, +14 to jump), Perception +6, Stealth +2, Swim +10
SQ attack any target, combat riding, devotion, exclusive
Other Gear bit and bridle, feed (per day) (5), riding saddle, saddlebags, saddlebags
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exclusive [Trick] Takes orders only from its trainer.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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+ feet by sense of smell.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.