Lord Arrowwind Falcon's Talon, Lord of Iron Treetop Fortress, Kyonin Master Scout, Former Ranger of Evermeet
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ACTIVE TRACKER:
Hero Points: 3/3
Active Energy Type: Sonic
Barrage 1 (+1 Extra Attack/No Penalty)
Cloak of the Elven Spirit: Drawn
Combat Training Martial Focus: Yes|Yes
Psionic Focus: Yes
Form Astral Armor (Skin) - Default + 5 Customization Points
Form Astral Armor with Augmentation (7 pps)
1. Improved Stalwart (4 cps)
2. Augment Weapons (2 cps)
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COIN AND TREASURE TRACKER:
Coin:
60 gps
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Lightbringer Elven Male Adult Ranger Pack Leader 18
CG Medium Humanoid (Elf)
Init: +13; Senses: Darkvision 60'; Perception: +33
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Defense
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AC: 29, Touch: 18, Flat-footed: 21 (+11 Armor, +8 Dex)
HPs: 239 (18d10+144)
Fort: +26, Ref: +27, Will: +22
Defensive Abilities: Improved Evasion; Immune: Blindness, Dazzled, Disease
Weaknesses: Light Sensitivity
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Offense
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Speed: 40'
Ranged: Kyonin Elven Metabow +5 - +33/+33/+28/+23/+18 (1d8+10|18-20|x2+18|220'|P)
. . Kyonin Elven Metabow +5 (Linked) - +33/+33/+28/+23/+18 (1d8+10+2d6|18-20|×2+18|220'|P)
Special Attacks
. . Combat Style (Mounted), Combat Trained (Canny Hunter), Favored Enemies (Constructs, Dragons, Undead +4; Orcs +2), Quarry
Spell-Like Abilities (CL 18th; concentration +22):
. . At will—Light Combat Training (DC: 27; Practitioner Modifier (WIS): +8; Martial Focus: Y|Y):
. . Barrage (Point-Blank Shot)-Arrow Split (Clustered Shots), Augmented Grip, Barrage (Super Rapid Shot), Close Combat Specialist (Point-Blank Master)
. . Equipment-Critical Genius (Longbow), Huntsman Training (Far Shot),
. . Scout-Lurker, Scout,
. . Sniper (Precise Shot)-Deadly Shot +5d10, Focusing Reload, Perfect Shot, Star Scraper, Tangling Shot.
Pack Leader Powers Known (Gifted Blade) (Power Points: 129[30], ML: 17th; Concentration: +25; Psionic Focus: Y)
. . 4th—(07PP:DC22)—Psychic Reformation, Slip The Bonds
. . 3rd—(05PP:DC21)—Form Astral Armor, Hustle (auto SA)
. . 2nd—(03PP:DC20)—Psionic Scent
. . 1st—(01PP:DC19)-Chameleon (17/9, +18 stealth), Empathetic Connection, Offensive Precognition (16/8, SA, +6 ATK)
Share Effects (Su): Expend Psionic Focus and apply personal powers to yourself and two additional targets.
Ring of Psionics I: (30) additional points to 1st Level Powers
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Statistics
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Str: 18(+4), Dex: 26(+8)*, Con: 24(+7)*, Int: 18(+4)*, Wis: 27(+8)*, Cha: 18(+4)
Base Atk: +18; CMB: +23; CMD: 40
Feats: Endurance, Enlarged Collective, Great Focus, Mounted Combat, Mounted Archery, Mounted Skirmisher, Psionic Meditation, Run, Trick Riding, Unlocked Talent, Wild Talent
Traits: Fate's Favored, Psionic Knack (Ranger Pack Leader)
Skills: Acrobatics: +15 (+19 to jump with a running start, +19 to jump), Appraise: +7, Autohypnosis: +15, Bluff: +7, Climb: +10, Craft (Bows): +15, Diplomacy: +30, Disguise: +7, Escape Artist: +10, Fly: +28, Handle Animal: +20, Heal: +11, Intimidate: +7, Knowledge (Arcana): +16, Knowledge (Dungeoneering): +16, Knowledge (Nature): +16, Knowledge (Planes): +16, Knowledge (Religion): +16, Ride: +20, Sense Motive: +29, Spellcraft: +20, Stealth: +35, Survival: +21, Swim: +10, Use Magic Device: +25
Languages: Celestial, Common, Draconic, Elven, Necril, Orc, Undercommon
SQ: Active Energy Type (Sonic), Camouflage (Forests, Mountains, Underground, Urban ), Combat Training (Arrow Split, Augmented Grip, Barrage, Close Combat Specialist, Critical Genius (Longbow), Deadly Shot +5d10, Focusing Reload, Lurker, Perfect Shot, Scout, Sense and Resist Scrying, Tangling Shot), Favored Terrains (Forest +4, Underground +4, Urban +4; Mountainous +2), Hide in Plain Sight, Lightbringer, Swift Tracker, Track +9
Combat Gear: Armor of the Celestial Host (Lvl 18), Kyonin Elven Metabow (Link Striking) +5, Bracers of Greater Archery, Pale Green Prism Ioun Stone >>> Ioun Gauntlet,
Equipment: Belt of Physical Might +6 (Dex, Con), Boots of the Elven Spirit (Lvl 18), Cloak of the Elven Spirit (Lvl 18), Handy Haversack, Headband of Mental Prowess +6 (Int, Wis), Periapt of Health, Ring of Psionics I, Ring of Resistance +5,
Handy Haversack: Heroic Saddle (Lvl 18), Stone of Good Luck (Luckstone), Traveler's Any-tool; Coin: 60 gps
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Special Abilities
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Active Energy Type (Sonic): Lets you set your psionic active energy type.
Armor Proficiency (Light): Can wear light armor without -4 penalty.
Barrage - Arrow Split: Attack stacks with other barrage attack for overcoming DR/hardness and deals full damage to objects
Barrage - Augmented Grip: Reduce Barrage to-hit penalty by 2, no AoO for reloading while martially focused
Barrage - Barrage: As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2
Barrage - Close Combat Specialist: No AoO for ranged attacks while martially focused
Camouflage (Ex): Can use the Stealth skill in favored terrain, even without cover/concealment.
Combat Training (DC 27): You have training in one or more combat spheres
Darkvision (60 feet): You can see in the dark (black and white only).
Endurance: +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Equipment - Critical Genius (Longbow): Chosen weapon crits at 19-20/x2 (18-20/x2 at BAB +10), and adds your BAB to damage on crit
Equipment - Huntsman Training (Far Shot): You gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Favored Enemy (Constructs +4, Dragons +4, Undead +4) (Ex): +4 to rolls vs. constructs, dragons, undead foes.
Favored Enemy (Orcs +2) (Ex): +2 to rolls vs. orcs foes.
Favored Terrain (Forested +4, Underground +4, Urban +4) (Ex): +4 to rolls when in forest, underground, urban terrain.
Favored Terrain (Mountainous +2) (Ex): +2 to rolls when in mountainous terrain.
Great Focus: You may maintain a second martial focus. This martial focus is gained and expended independently from the first.
Hide in Plain Sight (Su): Can use Stealth even while observed, if there is a shadow in 10 ft.
Immunity to Blindness: You are immune to blindness.
Immunity to Dazzled: You are immune to the dazzled condition.
Immunity to Disease: You are immune to diseases.
Improved Evasion (Ex): If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Light Sensitivity (Ex): Dazzled as long as remain in bright light. Lightbringer: +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Mounted Archery: Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round): Once per round you can attempt to negate a hit to your mount in combat.
Mounted Skirmisher: You are adept at attacking from upon a swift moving steed. Benefit: If your mount moves its speed or less, you can still take a full-attack action.
Psionic Meditation: You can take a move action to become psionically focus
Pack, The (Su): The pack leader learns advanced techniques for fighting as a group. As a standard action, the pack leader can add up to his Wisdom modifier (+8) in creatures into his pack, which functions like the collective of a tactician with a class level equal to half of the pack leader’s ranger level (round down) (9), but the pack can only have a maximum number of creatures equal to the pack leader’s Wisdom modifier (+8). The pack leader does not count against this limit (+9).
Pack Focus (Su): When members of the pack are attacking the same creature, they gain a +1 bonus on weapon attack and damage rolls against that creature.
Psionic Knack (Ranger Pack Leader): You are naturally psionically gifted, even if you dabble in other studies. Gain +2 trait bonus to manifester level as long as this bonus doesn’t raise your manifester level above your current Hit Dice.
Quarry (Ex): +2 to hit and other bonuses vs. designated quarry.
Run: Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scout - Lurker: Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout - Scout: Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Share Effects (Su): When the pack leader manifests a power with a range of personal, he can expend his psionic focus to choose two additional target, so long as the target is a member of his pack.
Sniper - Deadly Shot +5d10: Add a (snipe) talent to a ranged attack action; may spend martial focus to add additional damage
Sniper - Focusing Reload: Regain martial focus when you spend a move action or greater reloading a weapon
Sniper - Perfect Shot: While martially focused, roll twice and use better result on miss chance from concealment, and a roll of 1 is not an auto-miss on ranged attacks
Sniper - Tangling Shot: Snipe - Deadly Shot entangles target (they may spend a standard action to clear it)
Swift Tracker (Ex): Tracking penalties when moving at normal speed or faster are reduced.
Telepathy (Su): At 10th level, the pack leader learns how to communicate with his pack mentally. All willing members of his pack (including the pack leader himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a pack (including the pack leader himself) may manifest unknown powers known by another willing psionic creature in the pack as if they were making physical contact.
Track +9: Add the listed bonus to Survival checks made to track.
Trick Riding: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.
Unlocked Talent: Gain a 1st level power and 2 power points.
Weapon Proficiency (Simple, Huntsman): Can use weapons from stated groups without (-4) penalty.
Wild Talent (2/Power Points) You are a psionic character and gain 2 power points.
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SPOUSE AND ISSUE(S):
Spouse - Elasha: Anderlorn's late pregnant wife that was killed by the Mutant Orc Scrow Chieften, Gore.
Issue - Unborn Son: Anderlorn's unborn son that was killed by the Mutant Orc Scrow Chieften, Gore.
He eventually avenged their deaths in visceral revenge by taking Gore's head with the sword before switching full time to the more eloquent elven bow.
1. Unknown to the people, he is secretly courting Queen Telandia Edasseril of Kyonin. Before Telandia was courting Zazirele of the Alijae Elves and they were fond of each other until Anderlorn arrived. Anderlorn is strong, was very interesting since he was not from Galorion, she likes the way he is with animals even with her own familiar, and share more in common than Zazirele. However, Zazirele, Telandia, and Anderlorn still formed a very strong alliance since there were no hard feelings, jealousy is for humans and dark elves, and it made strategic and economic sense.
2. Anderlorn and Telandia marry, and become co-rulers, and have 6 children which is very unusual for Elves in general except those in Menzoberranzan in Anderlorn's original world of Toril.
3. During their marraige, Telandia reinvents herself as an Arcanist.
This bright, silver-and-gold +5 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –1, and an arcane spell failure chance of 15%. It is considered light armor and the wearer can activate the fly (average) ability on command as a swift action.
==== Ring of Psionics I ====
Aura moderate(psionics I) or strong(psionics II-IV) telepathy; ML 11th (I)
; Slot ring; Price 20,000 gp (I)
DESCRIPTION
Wearers of this ring find that some powers are far easier to manifest. The wearer of this ring can treat any power point spent as if he spent two power points while manifesting a power of a particular level. Each day, the wearer may affect up to twice his manifester level in power points in this way. These additional power points still count toward the total number of power points the wearer can spend manifesting a power. A ring of psionics I affects 1st-level powers, a ring of psionics II affects 2nd-level powers, a ring of psionics III affects 3rd-level powers, and a ring of psionics IV affects 4th-level powers. For example, a 5th level psion wearing a ring of psionics I can affect up to 10 power points per day. When manifesting energy ray, he can spend 2 power points, but treat the power as if it was manifested with 4 power points. He would then have 8 power points left he could double that day.
The ring must be worn for 24 hours before it has any effect on the wearer.
CONSTRUCTION REQUIREMENTS
Feats Forge Ring, bestow power; Cost 10,000 gp (I)
You form a suit of astral armor, similar to an aegis, of the astral skin, astral armor or astral juggernaut type over your body. The astral suit has the free customizations of associated suit at the appropriate manifester levels (see aegis base class for details) plus an additional 5 customization points. Use your manifester level to determine your aegis level when gaining free customizations from this power.
Augment: For every 2 additional power points you spend, you gain 1 customization point.
Astral Skin:
Astral Skin: When formed in this way, an astral suit resembles a psychoactive skin.
Migrated from 2nd Edition to Pathfinder - GM had us roll 1d4 to see how many cards to draw - my roll was 3
1. KING OF HEARTS (THRONE): Gain a +6 bonus on Diplomacy checks plus a small castle.
2. JACK of DIAMONDS (STAR): Immediately gain a +2 inherent bonus to one ability score (Constitution)
3. JOKER without TRADEMARK (JESTER): Gain 10,000 XP or two more draws from the deck.
4. TWO of CLUBS (IDIOT): (roll of 1), (-2) Points in Intelligence
5. TWO of HEARTS (GEM): Twenty-five pieces of jewelry
6. Scroll of Three Wishes: +3 Wisdom
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SOLD EQUIPMENT/TRADE-IN:
Old 2nd Edition Equipment Sale: 164,110 gps
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BACKGROUND:
==== Quick Character Details ====
Name: Anderlorn Falcon'stalon
Age: 120
Gender: Male
Race/Ethnicity: Lightbringer Elf
Height: 6'0"
Weight: 125 lbs
Hair: Dirty Blond
Eyes: Deep Blue Eyes
Skin: Dark Tan Brown
+++ Mythic Power List (T12)
1. Empathetic Connection
2. Vigor
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==== Tier 10 Final ====
Path - Champion, Overmind
Champion Strike - Distant Barrage
Psionic Secret - Surging Psionics
+6 Dex (Dex Adjustments)
+4 Wis (Wis Adjustments)
Path Ability 1 - Extra Mythic Feat
Path Ability 2 - Expansive Understanding (Tier 6 + 2 = 8) (Add:)
Path Ability 3 - Legendary Item I (Bow)
Path Ability 4 - Endless Hatred
Path Ability 5 - Boundless Collective
. . Extra Path Ability - Expanding Collective
Path Ability 6 - Legendary Item II
Path Ability 7 - Legendary Item III
Path Ability 8 - Precision I
Path Ability 9 - Precision II
Path Ability 10 - Precision III
Mythic Feat 1 - Dual Path (+Overmind)
Extra Mythic Feat - Mythic Paragon
Mythic Feat 2 - Mythic Powers Known 1 (Tier 6 + 2 = 8)(Add:)
Mythic Feat 3 -
Mythic Feat 4 -
Mythic Feat 5 -
60 Bonus HPs Total
Amazing Initiative
Force of Will
Hard to Kill
Immortal
Legendary Champion
Legendary Hero
Mythic Power
Mythic Saving Throws
Recuperation
Surge 1d12
Unstoppable
+++ Mythic Power List (T12)
1. Empathetic Connection
2. Vigor
3.
4.
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==== Possible Path Abilities ====
-Fleet warrior*
-Potent Pool
=== Possible Mythic Feats =======
-Extra Path Ability
==== Possible Added Powers (Max Power Level 4) ====
Defensive Precognition
Fettering the Shade
*Remote Viewing
Guidance Of The Ancestors
Greater Concealing Amorpha
Modify Matter?
Ectoplasmic Creation
*Schism?
*Object Reading
Resist Death
Inertial Barrier
Dimension Swap
Flight
Detect Psionics
Catfall
*Call Weaponry
Force Screen
Inertial Armor
*Fettering the Shade
Spiritual Resting Place
Telekinetic Force
Touchsight
Mindhunter
Energy Adaption
Fold Space
Intellect Fortress
Foxhole
Entangling Strike
Reposition Strike
Proximity Strike
Sonic Blast
Ubiquitous Vision
Steadfast Perception
Flexible Trajectory
Escape Detection
Peirce the Veils?
Physical Acceleration
==== Legendary Weapon Selections ====
Eternal Bond
Foe-biting
Rejuvenating
Returning x2 (Return to Owner on any plane)
Undetectable (Invisibility no longer detectable)
Perfect Surge
Powerful x2
Legendary Power
Legendary Surge
Mythic Bond
Feats:
1X
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