Druid

Arial's page

100 posts. Alias of Sai Ling.


Race

Elf Ranger(Deep Walker) 9

Arial:
Init +8; Senses darkvision 60 ft.; Perception +16 AC 24, touch 17, flat-footed 18 CMD 27 hp 59 Fort +7, Ref +13, Will +9; +2 vs. enchantments

Classes/Levels

Hell Kitt:
Init +6; Senses low-light vision, scent; Perception +6 AC 27, touch 16, flat-footed 21hp 67) Fort +9, Ref +12, Will +5 (+4 vs. Enchantment)CMD 26 (30 vs. trip)

About Arial

Crunch:

Arial
Elf Ranger (Deep Walker) 9 (Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf)
Init +8; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection)
hp 59 (9d10+1)
Fort +7, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee +1 keen cold iron elven curve blade +16/+11 (1d10+2/15-20)
Ranged masterwork composite longbow +16/+11 (1d8+1/×3)
Special Attacks favored enemies (elves +2, evil outsiders +4)
Ranger (Deep Walker) Spells Prepared (CL 6th; concentration +8):
. . 2nd—cat's grace, versatile weapon{super}APG{/super} (DC 14)
. . 1st—gravity bow{super}APG{/super}, lead blades{super}APG{/super}, magic fang
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Statistics
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Str 12, Dex 22, Con 11, Int 12, Wis 14, Cha 8
Base Atk +9; CMB +10; CMD 27
Feats Boon Companion, Breadth of Experience[APG], Combat Reflexes, Endurance, Furious Focus[APG], Iron Will, Power Attack, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +15 (+20 to traverse underground terrain), Climb +6 (+11 to traverse underground terrain), Diplomacy +0, Fly +10, Handle Animal +11, Knowledge (arcana) +5, Knowledge (dungeoneering) +9 (+14 when underground), Knowledge (engineering) +4, Knowledge (geography) +7, Knowledge (history) +4, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (planes) +6, Knowledge (religion) +4, Perception +16 (+21 when underground), Ride +10, Stealth +18 (+23 when underground), Survival +14 (+19 when underground), Swim +6; Racial Modifiers +2 Perception, silent hunter
Languages Common, Elven, Sylvan
SQ combat styles (two-handed weapon), deep knowledge, hunter's bonds (hunter's bond [animal companion]), weapon familiarity, rock hopper, swift tracker, track +4, wild empathy +8
Combat Gear arrows (50), cold iron arrows (45), cold iron arrows (5), silver arrows (45), silver arrows (5), wand of cure light wounds, alchemist's fire (5), alkali flask (5); Other Gear +2 mithral chain shirt, +1 keen cold iron elven curve blade, arrows (40), arrows (10), masterwork composite longbow, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, ring of the sublime, winged boots, backpack, bedroll, flint and steel, grappling arrow, hammer, hammock, iron spike, piton (5), silk rope (50 ft.), 14,011 gp, 8 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Knowledge +5 (Ex) At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional
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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs Favored Enemy (Evil Outsiders).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of the sublime When worn, the ring of the sublime protects its wearer from fear effects as if constantly under the effects of remove fear.
Rock Hopper (Ex) At 7th level, a deep walker instinctively grasps for the most stable surfaces and holds on tighter while moving over underground rock and stone. The deep walker gains a +5 bonus on all Acrobatics and Climb checks made to traverse underground terrain.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.

Appearance:
Arial is tall and lithe, though years spent underground have given her a slightly hunched posture and she tends to squint in any light brighter than torchlight. She wears her auburn hair in a braid that falls down her back and wears loose black clothes over her mithril armor. She often blacks her face and hands with coal, to darken them, so she is better able to blend into the darkness.

background:
She was trained by the priests of Desna as a guardian in Kyonin. Her speed and skill with a blade quickly drew the attention of an elite group of warriors that patrolled the caverns below, constantly on watch for incursions from the dark elves. For the past thirty years, she has lived her life in the caverns, stalking the enemies of the elves that lurk below. Though her initial training was in catching thieves and drow, she had a nearly fatal encounter with a babau and decided that the drow were a lesser evil. She dedicated herself to fighting demons then, and has learned many techniques that aid her against them.

personality:
Arial is a grim soul. A worshipper of Desna who has spent most of her life in the underground, away from the stars. She feels a sense of duty more strongly than most elves, and her growing knowledge of the terrible things that lurk below and around Kyonin has only made her feelings stronger. Kyonin must be protected, and who else will do it? She takes pleasure in the beauty of nature, but has seen enough of evil among her own kind that she is slow to trust.

favor:
When Arial faced the babau, twenty years ago in the Tanglebriar, she was very nearly killed. The others in her patrol had fallen already and she took a debilitating blow, that felled her and should have left her at the mercy of the demon, but another elf that was in the area for his own reasons had heard the battle and arrived at that moment. The demon was driven away, and Arial's life was saved. The elf that saved her has become the emissary now, and has called on Arial to aid him against the drow.

Animal Companion:
Animal Companion
Leopard
N Medium animal
Init +6; Senses low-light vision, scent; Perception +6
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Defense
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AC 27, touch 16, flat-footed 21 (+4 armor, +6 Dex, +7 natural)
hp 67 (+24)
Fort +9, Ref +12, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft., sprint
Melee bite +12 (1d6+4) and
. . 2 claws +12 (1d4+4)
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Statistics
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Str 19, Dex 22, Con 16, Int 3, Wis 12, Cha 6
Base Atk +6; CMB +10; CMD 26 (30 vs. trip)
Feats Armor Proficiency (Light), Improved Natural Attack (claw), Iron Will, Multiattack, Weapon Finesse
Skills Acrobatics +11, Perception +6, Stealth +11 (+15 in Undergrowth), Survival +3; Racial Modifiers +4 Stealth in Undergrowth
SQ devotion, multiattack / extra attack
Other Gear mithral chain shirt
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Special Abilities
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Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.