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100 posts. Alias of Sai Ling.


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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
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)

Forgive me, GM. I've always played drawing arrows as a free action. Are they somewhere nearby?


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
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)

The channel puts me back on my feet (ok, the channel plus a move action) so I'm a fan. It also keeps Kitty alive.

With a sharp whistle, Arial catches the cat's attention, and the beast withdraws, dashing into the forest to the north. Presumably drawing the confused monk along with him.

The elf stands unsteadily and fires another arrow at the drow.

attack: 1d20 + 18 ⇒ (16) + 18 = 34 damage: 1d8 + 3 ⇒ (4) + 3 = 7


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
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)

bow: 1d20 + 18 ⇒ (12) + 18 = 30 damage: 1d8 + 3 ⇒ (6) + 3 = 9

Acrobatics: 1d20 + 11 ⇒ (16) + 11 = 27
grapple: 1d20 + 10 ⇒ (7) + 10 = 17

Arial draws her bow and fires an arrow at the last remaining drow, while Kitt races towards her and leaps up, swiping at her feet.


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
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)

Arial doesn't like Drow much.


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
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)

Jaydavu Don't forget +4 to attack a prone target in melee

Kitt and Arial hit the fallen drow with everything they've got, hacking and biting and all that good stuff.

attack: 1d20 + 20 ⇒ (9) + 20 = 29 damage: 1d10 + 15 ⇒ (4) + 15 = 19
attack: 1d20 + 15 ⇒ (8) + 15 = 23 damage: 1d10 + 15 ⇒ (7) + 15 = 22

bite: 1d20 + 19 ⇒ (9) + 19 = 28 damage: 1d6 + 6 ⇒ (6) + 6 = 12
claw: 1d20 + 19 ⇒ (12) + 19 = 31 damage: 1d4 + 6 ⇒ (2) + 6 = 8
claw: 1d20 + 19 ⇒ (18) + 19 = 37 damage: 1d4 + 6 ⇒ (4) + 6 = 10


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
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)

will: 1d20 + 11 ⇒ (20) + 11 = 31


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
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)

39/59 hps Hooray!

Arial screams in pain as the transformed creature's axe bites deep, but she turns the pain into fury and slashes at the thing twice.

Arial attack: 1d20 + 16 ⇒ (17) + 16 = 33 damage: 1d10 + 15 ⇒ (9) + 15 = 24 crit?: 1d20 + 16 ⇒ (12) + 16 = 28 damage: 1d10 + 15 ⇒ (4) + 15 = 19
Arial attack: 1d20 + 11 ⇒ (20) + 11 = 31 damage: 1d10 + 15 ⇒ (3) + 15 = 18 crit?: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d10 + 15 ⇒ (4) + 15 = 19

Kitt yowls in sympathy at the sound of his mistress's distress, and shakes off the wierd, magical buzzing in his ears, racing towards the red drow (assuming it's still up) biting at its ankles and trying to pull it off its feet.

will save: 1d20 + 9 ⇒ (17) + 9 = 26
bite: 1d20 + 14 ⇒ (17) + 14 = 31 damage: 1d6 + 6 ⇒ (1) + 6 = 7
trip: 1d20 + 12 ⇒ (16) + 12 = 28


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
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)

Yes, my intention was that Kitt attacked the same skelly as Arial, til it went down, which is how you played it, so good. I'll try to be more precise next time around. And "free" draw on 5' step is a house rule at my home table that I'm so used to I forget it's not a real rule. Apologies.

53/59 hit points: "MEDIIIIIIC!!! Never mind."

Kitt attacks the remaining skeleton.

bite: 1d20 + 14 ⇒ (6) + 14 = 20 damage: 1d6 + 6 ⇒ (6) + 6 = 12 trip: 1d20 + 12 ⇒ (12) + 12 = 24
claw: 1d20 + 14 ⇒ (15) + 14 = 29 damage: 1d6 + 6 ⇒ (4) + 6 = 10
claw: 1d20 + 14 ⇒ (15) + 14 = 29 damage: 1d6 + 6 ⇒ (5) + 6 = 11

Hopefully dropping it, but if not, Arial will eat the AoO, because she has a thing about drow.

"Traitors!!" Arial screams and charges the red drow.

charge+power+courage+FE-daylight: 1d20 + 18 ⇒ (8) + 18 = 26 damage: 1d10 + 15 ⇒ (2) + 15 = 17


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
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)

Arial draws her long, curved sword as she takes a step to the NE, angling towards the drow, and slashes at the green skeleton.

power attack: 1d20 + 15 ⇒ (15) + 15 = 30 damage: 1d10 + 13 ⇒ (2) + 13 = 15 possible crit?: 1d20 + 15 ⇒ (3) + 15 = 18 crit damage?: 1d10 + 13 ⇒ (3) + 13 = 16
power attack: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d10 + 13 ⇒ (6) + 13 = 19

Kitt follows alongside, teeth and claws attacking the skeletons.

bite: 1d20 + 14 ⇒ (16) + 14 = 30 damage: 1d6 + 6 ⇒ (6) + 6 = 12trip?: 1d20 + 12 ⇒ (11) + 12 = 23
claw: 1d20 + 14 ⇒ (8) + 14 = 22 damage: 1d4 + 6 ⇒ (4) + 6 = 10
claw: 1d20 + 14 ⇒ (11) + 14 = 25 damage: 1d4 + 6 ⇒ (1) + 6 = 7

Edit: Courage Inspired, and keen weapon remembered.


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
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)

I'll be happy to tell you everything Arial knows as soon as the GM tells me what that is :) Or, the GM can possess Arial for expository purposes.

init: 1d20 + 8 ⇒ (6) + 8 = 14

Also, not sure if you want separate init rolls for Kitt.

If necessary:

Kitt init: 1d20 + 6 ⇒ (13) + 6 = 19

"In the trees, there are drow," Arial murmurs.


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
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)

Arial meets the blonde girl's eye and nods.

"If you would prefer to linger over a long meal, perhaps sleep late and enjoy a hot bath after your breakfast, you are welcome to do so," she says, her voice bland as her expression. "I will not pretend an interest in your comfort. I was sent to be your guide. My land is threatened, and I am come to bring those of you who would help to the village where the enemy last struck. If you have come to aid us, I will take you there, when you are ready."

She pushes the door open and a dark, spotted cat slinks in, sniffing the air carefully. It stands a little higher than the elf's knee and is roughly six feet long.

"Kitt is my hunting cat. I hope she will be of some assistance to us in our mission."


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
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)

She sticks to the shadows and moves with a furtive swiftness of a hunter. For a short time she listens to the others speak, and then she walks into the rest. She squints as she looks around at the group gathered by the Queen. A dwarf, two humans, and an oread. She sighed softly, and reminded herself that one way or another, each of these had been chosen for some skill or another. They were useful, or they wouldn't have been sent for, and they were here. With most of the elves' strength tied up in the Tanglebriar, she knew they would need to take what help Desna provided.

"Welcome, strangers," she said. She looked around and realized they had settled in to eat and drink and rest. "The last raid struck a few miles from here. When you are ready. I am Arial," she added as an afterthought, and sat on a bench.


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
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)

I think I'm ready to rock.


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
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)

Exciting ... Wow!

As I don't think I know anybody here, the path of least resistance is to let the story reflect that, and have us be strangers. By 9th level, we're probably heroes of some renown, and it makes sense that we would be called in by the powers that be.

Depending where we start, it's possible Arial would be the local talent. If not, she would be known as the elf who spends most of her time in the Darklands, defending Kyonin from the enemy below, whether it be dark elves or demons or whatever.


Character updated.


Completed application, character sheet slightly tweaked (skills and gear, mostly).

Crunch:

Arial
Elf Ranger (Deep Walker) 9 (Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf)
Init +8; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection)
hp 68 (9d10+10)
Fort +8, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
Weakness light sensitivity
--------------------
Offense
--------------------
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
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 12, Int 12, Wis 14, Cha 7
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 -1, Fly +10, Handle Animal +10, 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 +7
Combat Gear arrows (50), cold iron arrows (45), cold iron arrows (5), silver arrows (45), silver arrows (5), 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.),wand of Cure Light Wounds 689 gp, 8 sp
--------------------
Special Abilities
--------------------
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 +7 (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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
Speed 50 ft., sprint
Melee bite +12 (1d6+4) and
. . 2 claws +12 (1d4+4)
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.


Crunch:

Arial
Elf Ranger (Deep Walker) 9 (Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf)
Init +7; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+6 armor, +5 Dex, +1 natural, +1 deflection)
hp 68 (9d10+10)
Fort +9, Ref +13, Will +10; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen elven curve blade +12/+7 (1d10+11/15-20)
Ranged masterwork composite longbow +15/+10 (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
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 12, Int 12, Wis 14, Cha 10
Base Atk +9; CMB +7; CMD 26
Feats Boon Companion, Breadth of Experience[APG], Endurance, Furious Focus[APG], Iron Will, Power Attack, Quick Draw, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+19 to traverse underground terrain), Climb +5 (+10 to traverse underground terrain), Diplomacy +1, Fly +9, Handle Animal +12, Knowledge (arcana) +4, Knowledge (dungeoneering) +8 (+13 when underground), Knowledge (engineering) +4, Knowledge (geography) +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +7, Knowledge (planes) +4, Knowledge (religion) +4, Perception +16 (+21 when underground), Ride +17, Stealth +17 (+22 when underground), Survival +14 (+19 when underground), Swim +5; 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 +9
Combat Gear arrows (50), cold iron arrows (45), cold iron arrows (5), silver arrows (45), silver arrows (5), alchemist's fire (5), alkali flask (5); Other Gear +2 mithral chain shirt, +1 keen elven curve blade, arrows (40), arrows (10), masterwork composite longbow, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, 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.), 15,761 gp, 8 sp
--------------------
Special Abilities
--------------------
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).
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.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
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 +9 (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.

A ranger, mostly for melee.


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
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)

Arial leads the second group into the cave, smiling at the sight of Oskar and Malaki, back in the prime of health. After a quick round of introductions, she speaks quietly.

"The first foray into the steading was more successful than you might think," she says. "Without so much as pausing to catch your breath, you learned much of the place's layout, as well as killing or driving off a dozen hill giants and a cloud giant. Nosnra knows now that he has an enemy, and while Luthia and Elwe were lost, these others have come to lend their strength to the fight."


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
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)

For some reason, I now imagine Jack wagging his tail....

"Sorry about, you know, stabbing you a little bit," Arial says to Jack.

Am I understanding that that's all the mine has to offer?


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
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)

But Arial hasn't tried to heal him with medicine or surgery yet, she had tried magic!

Healing: 1d6 ⇒ 3
Wild: 1d6 ⇒ 5

Following an impulse from Sehanine, Arial takes a knife and cuts Jack where the worm burrowed in, catching the wriggling thing with the point of the blade and flicking it out. (hopefully)

Also, can I try again with magic? I hadn't thought to, because it's my first SW caster, but I don't see where it says I can't...


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
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)

Arial attempts to call on Sehanine's aid.

Faith: 1d8 ⇒ 3
Wild: 1d6 ⇒ 2

No luck. :(


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
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)

Arial draws another arrow, wincing at the sight of her friends under attack. She aims carefully at the creature's head, and shoots.

attack: 1d8 + 2 - 4 ⇒ (4) + 2 - 4 = 2
wild: 1d6 + 2 - 4 ⇒ (3) + 2 - 4 = 1

Benny that ... I want a raise on my joker, dammit!

attack: 1d8 + 2 - 4 ⇒ (1) + 2 - 4 = -1
wild: 1d6 + 2 - 4 ⇒ (6) + 2 - 4 = 4

wild: 1d6 ⇒ 4 8 to hit

damage: 2d6 + 2 + 4 ⇒ (3, 5) + 2 + 4 = 14 + possible raise damage?: 1d6 ⇒ 3


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
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)

Low Light Vision negates darkness penalty with the lantern. Can we get a count on these guys?

Also, forgive my posting out of turn. Just don't know if I'll be back before tomorrow night. I assume this action will be "on hold" until after Azander's posted.

Arial draws the bow, whispering softly, "Sehanine guide my arrow."

She aims at one of the miners on the outside of the pack and lets the shaft fly.

shooting: 1d8 ⇒ 6
wild: 1d6 ⇒ 5

damage: 2d6 ⇒ (3, 3) = 6


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
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)

... yet, right? You meant to say we're not getting splattered with worm vomit yet.

spirit: 1d6 ⇒ 4 Assuming the standard target #, I should have passed
wild: 1d6 ⇒ 3

Arial feels her stomach turn, but is able to control herself. After a moment's careful consideration, she decides it would be better not to close with these miners. She sets the lantern down and draws her bow.


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
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)

She's not a dwarf or anything, but I would think that given the location, Arial would be able to deduce that the sound of metal striking stone was somehow related to miners.

As soon as the miners come into view, Arial stops, backstepping out of sight and holding her cloak over the lantern - NOT directly in the flame - to shade it.

"I thought the miners had all cleared out," she whispers.


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
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)

Ooft. Didn't even notice that I aced my notice roll. The irony is strong with this one.

Notice Ace: 1d6 ⇒ 1


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
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)

Arial's eyes accustom themselves quickly to the gloom, as she steps off the elevator. Holding a lantern up, she walks slowly towards the entrance to the tunnel, staying beside the line of the tracks.

Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 5

"I suppose we'd best follow the tracks," she says, feeling a bit nervous. Even Azander was quieter than usual.


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
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)

notice: 1d6 - 2 ⇒ (6) - 2 = 4
wild: 1d6 - 2 ⇒ (3) - 2 = 1
ace: 1d6 ⇒ 2

Arial watches the proceedings quietly, and frowns when she hears that Kullen's body was burnt. She likes the strange box even less, but it seems there is little that can be done at this point.


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
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)

Moving on. Sorry for thin posts lately.


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
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)

Arial shakes her head. "Sehanine save me, does every word mean its opposite when it comes before man?"

"The paperwork goes with us into the mine," she says. "If you make reparations to her for the damage you've done to her through paying off her workers to not work and sending your 'Real Men' to assault her, you might deserve some measure of goodwill."


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
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)

The simple fact that the man uttered such threats very nearly provoked Arial to put an arrow in him right then and there, but the others spoke before she could begin to formulate any acceptable response.

Azander's rant gives her time to look around the room, counting goons, not liking the numbers she comes up with. Good thing we're with Azander, or we might be in real danger, she thinks. She lets her hand rest on her spear, a more useful weapon than a bow for close quarters, and this isn't the moment for the delicate art of unarmed combat. Not with this many of them.

"There's been enough killing," she says, putting a restraining hand on Azander's shoulder. "Before we listen to any proposal you might make, we need assurances that you will cause no more trouble for Alison Land, whether directly or working through these men whose honor you've purchased." Her gesture includes all the thugs, but mostly the sheriff.


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
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)

OK, true, I don't have persuasion, but everyone kept saying how pretty I was, so I thought I must have something going on there.

Arial considers the wounded man for a moment, and then sighs.

Heal 1d6 ⇒ 51d6 ⇒ 5

"Sehanine help me," she mutters under her breath, and then kneels beside him. She wads up clean rags and applies pressure to the wound til it stops bleeding. She ties off the bandages and gently tries to wake him.

If he regains consciousness:

"I'm afraid the rest of the Real Men abandoned you," she says, wondering to herself why being a despicable lout seemed to make a man real. "I couldn't let you bleed out, but I'm afraid you will have to come with me."

She leads him out of the tavern and back to the bakery. Much to Jana's immense delight, I expect.

She slips in a few moments after the others, just in time to catch the end of Jack's speech to his sister-in-law. Standing there, slightly awkwardly, she turns to Jana and smiles warmly.

"The Moonbow's blessing on your house, Lady," she says. "We thank you for your aid and kindness."

Is Foolishly Optimistic a major or a minor hindrance? (jk)


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
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)

Sorry I've been a bit behind.

"It seems the law here is a matter of convenience," Arial says, shaking her head in the direction the sheriff left. She had been hiding in an alley when the confrontation took place, concocting schemes to spring the old man from prison.

"Maybe we should head to Smenk's place? I think we should try to resolve our differences before there is any further bloodshed," she says. She looks down at the bloody spot where the half-orc's body had been, and sighs, saddened that things had come to this point. Then she looks back at the bar where the fight had begun.

"I'm sure the Real Men could help us find him." She walks back in, shaking one of the unconscious thugs to try to wake him.


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
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)

Hearing the scream, Arial ignores the thug with the chair and races outside to the square. Now an innocent life is in play, she decides it may be time to go into the fray armed, and she draws her bow.

"Kullen, you've threatened her for the last time," she says, siting down the shaft and aiming at his head.

"Sehanine guide my arrow," she whispers, and lets the arrow fly.

attack: 1d8 - 2 ⇒ (8) - 2 = 6 Multi-action penalty for drawing and shooting.
1d6 - 2 ⇒ (1) - 2 = -1
1d8 ⇒ 8
1d8 ⇒ 4 18 to hit.

damage: 2d6 ⇒ (5, 5) = 10+raise: 1d6 ⇒ 3


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
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)

Ducking under the barstool, Arial takes a swing at her new playmate and misses.

1d8 ⇒ 3
1d6 ⇒ 1


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
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)

@ Jack: It's exploits like that that make me suspect that your reading is not RAI, but....

Attack: 1d8 ⇒ 7
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace: 1d6 ⇒ 4 28 to hit. Sehanine is with me.
Damage: 2d6 + 1d4 ⇒ (4, 4) + (4) = 12
Damage Ace: 1d4 ⇒ 4
Damage Ace: 1d4 ⇒ 1 17 damage. Assuming that one is down too.

Arial finds her feet and lets the thug come, shooting a sharp jab that catches him square on the nose and drops him like a cross-eyed stone.

"Huh," she says to the lump at her feet. "It seems real men have bad manners and can't take a punch."

Seeing Jack pushed back against the pit by two thugs, she moves to assist him.


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
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)

Very sorry, GM, copy pasted the dice & forgot to change the second roll to Faith instead of Fighting.

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1

Ducking the goons swipe with the bottle, Arial dances back, jabbing and missing.


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
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)

Well, yes, I just wanted to give them the chance to act honorably.

Besides, Azander can easily handle three ordinary mortals.

Fighting: 1d8 ⇒ 8
Wild: 1d6 ⇒ 5
Fighting: 1d8 ⇒ 6
Wild: 1d6 ⇒ 5

Ace: 1d8 ⇒ 5 Fighting=13, I'm guessing is a raise.

Damage: 1d6 + 1d4 ⇒ (6) + (4) = 10 Raise damage?: 1d6 ⇒ 3
Ace Damage: 1d6 + 1d4 ⇒ (2) + (1) = 3

"You know you're only going to be more embarrassed when word gets out you were taken down by an unarmed girl," she sighs, and slaps the nearer of the two men as he stands up. "Blessed Moonbow, shield me from these louts.

Unarmed attack treated as armed (Adept Edge) and casting Deflection as a free action (I love you, Adept Edge) for a -2 on all attacks against her.


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
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)

Arial smiles sweetly and walks to the table where the two men sit.

"I would be pleased to accept your invitation," she says, "but first I must insist that you apologize to my friends: Miss Hand for the injuries she has received at your hands, and Mister Greyfeather for your cruel words. Sehanine shines on those who turn aside from evil ways as brightly as those whose lives are pure."

She gives a glance over her shoulder to Azander, as if to imply that if they don't accept her terms, they will have to deal with him.


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
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)

Elves typically live a bloody long time, but Arial's still quite young. She'd have been an adolescent ten(?) years ago when she was Alison's friend, and she'd have been an adolescent thirty years ago when she studied at Azander, and she's just turned the corner into young adulthood recently.

She also believes almost all of what he says about himself, a result of her parents warning her not to take him too seriously when she was in a particularly rebellious phase.

Arial beams delightedly at the sight of Azander, but as always with humans, she is a bit startled by how quickly time seems to work on them.

"Well met, brave sir!" she says, coughing cheerfully as she turns to Alison. "Well now there's truly nothing to worry about. This man fought off a swarm of dragons once with a sharp stick and a box of good cigars. Smenk won't dare to dispute you with Azander on your side!"

She practically skips, until she remembers that Sehanine's Arrows conduct themselves with dignity at all times.


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
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)

"Of course we will help," Arial says, without giving the matter a moment's thought. Without consulting Jack, either. She sits beside Alison, putting a hand on the poor woman's shoulder. "Even if we weren't friends, you've suffered enough losses already. It's clear that this man Balabar Smenk is corrupt and manipulating events to take advantage of your misfortune. Sehanine knows who is worthy."


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
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)

1d6 + 2 ⇒ (5) + 2 = 7
1d6 + 2 ⇒ (2) + 2 = 4

Slipping by the thugs without deigning to notice the leers, Arial climbs the stairs of swift and nimble feet. As she follows the ramshackle balcony to the door they came through she is amazed that the structure was still standing. Had Diamond Lake fallen so far since she'd lived here, or was it simply that her life here had been sheltered?

As she approached the door, she saw the other half-orc, big and brutish, but not as savage as the albino, though his face was decorated with what looked like something gruesome at first glance, but turned out to be pastry. She found herself smiling as the rotund man with the pastry eating half-orc turned and she recognized....

"Jack!" she said, and a moment later his arms had wrapped around her, lifting her off her feet until she laughed and playfully thumped his shoulders. "Put me down!!!"

"You've grown as full as Sehanine's moon," she grinned, returning his hug. She looked to the be-pastried half-orc and then back to Jack, and her smile widened as she remembered sweet, hot, flakey pies that even the elf bakers of Celene couldn't match. She looked at his cloak for tell tale dusting of sugar or flour. "You're still at the family bakery, aren't you?"

"This is Alison's room?" she said, and her head whipped around, but the thugs were out of sight. She took a deep breath and her face grew deadly serious. "It is well that I came quickly, then." As quickly as her teacher could get her to leave. In truth, she had been somewhat uncertain about returning to Diamond Lake.

She tapped gently on the door. "Alison?" she said. "There are old friends here to see you."


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
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)

Deal!


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
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)

Sehanine Moonbow is an elven goddess with a deep mystical tradition, associated with the moon, dreams, death and transcendence. Some of her followers, Sehanine's Arrows, combine mysticism with ancient martial traditions, and a strong code that emphasizes opposing oppression and defending the weak. ((more chaotic than paladins or monks could get away with in D&D, but similar in role. Her hindrances become articles of her faith))


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
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)

The name Diamond Lake sounds so inviting, so beautiful, so serene, but Arial was born here, and she knows better. The truth is that when she left for the deep woods of Celene, she had no thought of ever returning. While living there, though, she was taught that one's past is never truly behind them. To honor the Gods one must accept the life they have given, so when her friend's sister wrote, she could not ignore the girl's need. So she made her way home. She is tall and lithe, dressed in simple leathers with a long spear over her shoulder, a bow slung across her back and a quiver of arrows at her hip.

She stops outside the aging warehouse and tries to hide her dismay. How so many people can live crammed into such a small space is hard to grasp. She reminds herself that few choose such a life, that most have been pushed into it by circumstances, like her friend's sister Alison. Taking a deep breath, she goes in.

At first, she is overwhelmed by the stench and the chaos, and then she moves quickly through the maze, searching with no particular expectation of finding. Eventually, she would find Alison, or find someone who knew her.

Notice: 1d6 ⇒ 4 Wild: 1d6 ⇒ 2

She had not gone far when she heard the sound of an argument, and saw an albino half-orc with a few human thugs burst out of a door on a balcony overhead. They bellow threats and shove roughly past another half-orc and a generously built young man.

"'To give aid to the oppressed is the first duty of Sehanine's Arrow,'" she whispered to herself, quoting her master's teachings. Her eyes followed the pasty white creature along the balcony, until she saw the stair, and made her way to the door the brute had come through.


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
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)

dot: sorry for not posting more, just have a little time


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
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)

Dotting. I just gave this character a sex change, since I'm using her as an NPC in a game I'm running.

I don't really know my Greyhawk so well. Where are the elves around there? and are there any sort of elven chivalric orders that would fit a sort of spiritual warrior?

PS Sai Ling's character


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
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)

Arial sits in the cave, making soup, wondering how the assault is going.


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
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)

Not planning to Oskar. Doesn't feel necessary with these rules. Flanking just means someone else is in melee with him. AoEs and opportunity attacks may be sort of fuzzy with this, but I don't think it'll be too bad.

The elf snorts and rolls her eyes. "Think you'll catch me playing cards with a dwarf? Not likely...." she mutters as she walks off to see to the horses.


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
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)

"They're big," the elf says, with a sly grin, but she continues in a somewhat more helpful vein. "The hill giants are big, strong, tough and not much else. They are arrogant and stupid. The other giants that you may encounter are more of the same, for the most part. They are stronger, and may have resistances, fire giants are hard to kill with fire, for example."

"The only entry we know of is the front door. Giant lairs seldom have back doors, as a second entrance demands a decision. They prefer things as simple as possible. In general, they rely on brute strength as their best defense. They will feel secure in their lair, and are unlikely to have any security systems more elaborate than making a loud noise at the discovery of enemies."

"To speak of giant culture is something of a contradiction in terms. They are ruled by the strongest, usually through a combination of intimidation and bribery. When they aren't raiding, their pastimes include feasting, getting drunk, brawling and bragging. Nosnra is exceptional for having won the loyalty or servitude of so many other giants, which is part of the reason we suspect this is more than just raiding. The other reason is that the same unusual pattern of raiding is taking place in the Crystalmist mountains and the Hellfurnaces, among the frost and fire giants respectively."

Full Name

Lucian, the bloodhound

Race

Half-Orc

Classes/Levels

Warpriest Arsenal Champion 6

Gender

Male

Size

Medium

Age

21

Alignment

LG

Deity

Iomedea

Languages

Common

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Lucian the bloodhound

Combat:

Lucian the Bloodhound CR 5
Male Half-orc Warpriest Moldune Arsenal Chaplain 6
NG Medium Humanoid (Human, Orc)
Init +2 ; Senses Perception +8
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DEFENSE
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AC 19, (+4 armor +4 Dex+1Shield)
touch 14, flat-footed 15
hp 45
Fort +9, Ref +8, Will +9
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OFFENSE
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Spd 30 ft.
Melee:
Longsword (Cold Iron)+7 (1d8+3 /19-20/x2)
Ranged:
Clongbow+1 +10 (1d8+3/19-20/x2)
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STATISTICS
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Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 08
Base Atk +0; CMB +2; CMD 13

Racial Traits:

Ability Score Racial Traits: +2 DEX
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type:
Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size:
Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Half-orcs have a base speed of 30 feet.
Languages:
Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Intimidating
Half-orcs receive a +2 racial bonus on Intimidate due to their fearsome nature.
City Raised:
Half-orcs are proficient with whips and longswords and receive a +2 racial bonus on Knowledge local checks.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Darkvision:
Half-orcs can see in the dark up to 60 feet.
Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race.

Warpriest:

The Warpriest's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiencies:
A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Spells:
A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section on page 62. A warpriest must choose and prepare his spells in advance.
A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–14. In addition, he receives bonus spells per day if he had a high Wisdom score (see Table 1–3 on page 17 of the Core Rulebook).
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Aura (Ex): Lawful Good
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).

War Blessing (Su): (Su):
A Molthuni arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing.
The blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
War Mind (minor):
At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
Focus Weapon: Longbow
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).

[b]Orisons:
Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–14. These spells are cast as any other spell, but aren’t expended when cast and can be used again.

Sacred Weapon (Su):
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type.
The base damage of a Molthuni arsenal chaplain’s sacred weapon does not increase above 1d6.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Spontaneous Casting:
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
Chaotic and Evil Spells:
A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Fervor (Su):
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.
By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Bonus Feats:
At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Weapon Training (Ex):
At 5th level, a Molthuni arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to the his sacred weapons (weapons with which the warpriest has taken Weapon Focus).

Aspect of War (Su):
At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. Once per day as a swift action, a warpriest can treat his level as his base attack bonus, gains DR 10/-, and can move at his full speed regardless of the armor he is wearing or his encumbrance. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.


Feats,Traits,Skills:

Feats:
Point Blank Shot (1)
Weapon Focus Longbow (WP1)
Precise Shot (3)
Deadly Aim (WP3)
Rapid Shot 5
Multishot (WP6)
Weapon Spezialisation Longbow (FCB)
Traits:
Fate´s Favored
Boarded in the Shackles +1 Fort
Skills:
Skillranges 6x (2+2BS )
ACP 0
Acrobatics: 4 = 4 + DEX Mod + 0 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
*Bluff: -1 = 0 + CHA Mod + 0;
*Climb: 2= 0 + STR Mod + 0 -ACP;
Craft (Fletchery): 9= 6 + INT Mod + 3;
*Diplomacy: 3 = 1 + CHA Mod + 3;
*Disguise: -1 = 0 + CHA Mod + 0 ;
Escape Artist: 4 = 0 + DEX Mod + 0 - ACP;
Handle Animal: -1 = 0 + CHA Mod + 0 ;
*Heal: 2 = 0 + WIS Mod + 0;
*Intimidate: 3 = 1 + CHA Mod + 3;
*Know(Arc): 0 = 0 + INT Mod + 0;
*Know(Dung): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
*Know(Nature): 0 = 0 + INT Mod + 0;
Know(Nobility): 0 = 0 + INT Mod + 0;
*Know(Planes): 0 = 0 + INT Mod + 0;
*Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
*Perception: 8 = 6 + WIS Mod + 0;
*Ride: 0 = 0 + INT Mod + 0;
*Sense Motive: 9 = 4 + WIS Mod + 3;
Sleight of Hand: 4 = 4 + DEX Mod + 0 - ACP;
*Spell Craft: 0 = 0 + INT Mod + 0;
*Stealth: 4 = 0 + DEX Mod + 0 - ACP;
*Survival: 2 = 0 + WIS Mod+0
*Swim: 2= 0 + STR Mod + 0 -ACP;
Use Magical D.: -1 = 0 + CHA Mod + 0 ;

Equipment:

Starting funds 8000
Weapons: +1 Adaptive Composite Longbow 3400
60 Cold iron Durable Arrows 66 20 Blunt durable 22 MW Cold Iron Longsword 330 Machete 6
Armor: Mithral shirt 1100
Buckler 5
Wonderous Items: Cloak of Resistance +1 1000 Dusty rose cracked prism 500 Glorious Tabard 400 Talisman of benificial winds 150
Sleeves of many garments 250 Anytool 250
Scrolls: 4x Cure light wounds Lv1 100 Comprehend languages 25 Protection from Evil 25
Mundane Equipment:
Explorers Outfit (free) MW Backpack 50 Antiplague 50
Clerics Kit 16
Signet Ring 5 Pipe and Tabbacco 1
Signal Horn 1


Spells:

Orisons:
Create Water, Detect Magic, Guidance; Light, Stabilize
Level 1 : Divine Favorx3, Shield of Faith, Abundant Ammunition
Level 2: Bull´s Strengthx2, Defending Bone, Silence

Backstory:


Secrets: