Kwava

Authion Taurvantian's page

32 posts. Alias of Bantamweight.


Full Name

Authion Taurvantian

Race

Spire Elf HP 93/93 | AC: 26 | FF: 16 | T: 21 | *CMD 28* | Per +17 | F: +11 | R: +14 | W: +6 | Init +5

Skills:
Climb +8 | Handle Animal +9| Knw (Arc) +6, (Dun) +8, (Geo) +8 (Nat) +10 | Ling. +7 Stealth +17 | Survival +16 | Swim +9

Gender

Male

Size

M

Age

148

Alignment

CG

Deity

Desna

Languages

Common, Elven

Occupation

Charming vagabond

Strength 14
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 12
Charisma 10

About Authion Taurvantian

Statblock:
Authion Taurvantian
Male Spire Elf Ranger
CG Medium humanoid (elf)
Init +5
Senses Perception +17 (+2 vs aberrations, +4 vs. dragons, +6 vs. giants)
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Defense
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AC: 26, touch 16, flat-footed 21
HP: 93
Saves: Fort +11, Ref +14, Will +6 (+3 vs. enchantments)
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Offense
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Speed 30 ft.
Melee
. . Longsword +14/+9/+4 (1d8+4/19-20) or
. . dagger +13/+8/+3 (1d4+2/19-20) or
Ranged
. . Longbow +18/+13/+8 (1d8+1d6+3/x3, 110ft range)
Special Attacks:
Point Blank Shot: +1 to attack and damage rolls within 30ft
Rapid Shot: Make an additional attack with a bow (-2 on all attack rolls)
Manyshot: First attack on a full attack action fires two arrows. Roll once to hit for both, if successful add 1d8+1d6+3 damage. Damage resistance applies separately to these attacks.
Pinpoint Targeting: Standard action, single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
Deadly Aim: -3 to hit, +6 to damage
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Statistics
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Str 14, Dex 20(18), Con 14, Int 12 , Wis 12(10), Cha 10
Base Atk +11; CMB +14; CMD 28
Feats: Point Blank Shot, weapon focus(longbow), breadth of experience, rapid shot, manyshot, deadly aim
Skills: Climb +8, Handle Animal +9, Knowledge (Arcana) +6, Knowledge(Dungeoneering) +8, Knowledge(Nature) +10, Knowledge(geography) +8, Linguistics +7, Perception +17, Ride +10, Stealth +17, Survival +16, Swim +9
Languages: Common, Elven, Aklo, Draconic, Giant, Ulfen
Gear: Ranger’s kit(includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) wayfinder compass, bag of holding (type II, up to 500lbs), potion of cure moderate wounds(5), potions of cure serious wounds(2), boots of levitation, belt of dexterity +2. headband of wisdom +2, amulet of natural armour +1, ring of protection +1, ring of feather falling, mount gear (+2 studded leather barding, exotic military saddle, 10 days trail feed) 600pp 44gp 8sp
Combat Gear: +3 mithril breastplate, Caladwen (+1 flaming composite longbow (+2 str)),+1 Adamantine longsword, 120 arrows, 40 cold iron arrows giantbane arrows(5), dragonbane arrows(3), dagger(3)
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Special Abilities
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Favoured Enemy : Bonus on Bluff,Knowledge, Perception, Sense Motive, and Survival checks, weapon attack and damage rolls against favoured enemies. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. (+2 vs. Aberrations, +4 vs. Dragons, +6 vs. Giants.)
Track: Add half level (+5) to survival checks when tracking.
Wild Empathy: +11, may influence the attitudes of animals as if using diplomacy.
Combat Style (Archery: Precise Shot, Point Blank Master (Advanced Players Guide), Pinpoint Targeting
Endurance
Favoured Terrain: Bonus on initiative, Knowledge(geography), perception, stealth and survival while in favoured terrain. (Cold environments +4, Mountainous environments +2)
Hunter’s Bond: Wolf named Dwin
Spells: 2/2/1
1st - Gravity Bow, Abundant Ammunition
2nd - Barkskin, Bear's Endurance
3rd - Ward of the Season
Woodland Stride: May move through natural undergrowth at normal speed without suffering impairment or damage.
Swift Tracker: May use survival to track while moving at normal speed without penalty, or with -10 at double speed.
Evasion No damage from effects which offer reflex save for half on successful save.
Quarry (Ex): Standard action to declare on one target within sight. +2 on attack rolls, critical threats automatically confirm. Take ten on survival to track target.
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Racial Abilities and Traits
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Mordant Heritage: You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects.
Weathered Emissary: +1 to linguistics and survival; linguistics is always considered a class skill.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 Perception
Low-light Vision
Weapon Familiarity
Envoy (Alternate racial trait): Comprehend languages, detect magic, detect poison and read magic as a spell like ability once per day.

Animal Companion (Dwin the Wolf):
Dwin
Animal Companion (Wolf)
Large animal
Init +2
Senses Perception +7
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Defense
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AC: 25, touch 11, flat-footed 23
HP: 76
Saves: Fort +10, Ref +7, Will +3 (+4 vs. enchantments)
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Offense
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Speed 50 ft.
Melee
. . Bite + 12 (2d6+10+trip)
Special Attacks: Trip (Free trip attempt if bite hits a creature no larger than huge)
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Statistics
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Str 24, Dex 15, Con 20, Int 2 , Wis 12, Cha 6
Base Atk +5; CMB +15; CMD 25 (29 vs. trip)
Feats: Improved natural armour, improved natural attack, toughness, armour proficiency(light)
Skills: Acrobatics +6,Perception +7, Survival +6
Languages: N/A
SQ: Link, share spells, evasion, devotion, multiattack

Background:
Born among the xenophobic and mysterious elves of the Mordant Spire, Authion spent his youth learning the secrets of the Steaming Sea. As he matured, he displayed great potential in the disciplines of swordplay and archery, along with a keen thirst for knowledge. All agreed that he showed great promise, and all were equally surprised when he cast his future aside and fled the spire.
Authion had questioned his culture for decades. The xenophobic nature and the awkward and unusual mannerisms of his people had always seemed off-putting. Truthfully, he had never felt that he belonged among those of the spire; he had no interest in hunting aboleths or lost Azlanti artifacts. His childhood lessons had been the only reprieve from the feeling of displacement. Stories of the world outside, of great battles and mythical adventures sang to his very soul. He longed to carve his own path through the annals of history and have songs sung about him.
So, after much deliberation and debate within himself, he made the decision to flee. Casting aside his ancestral mask and gathering his meagre belongings, Authion left to forge his own destiny.
Since leaving his home, Authion has become an accomplished tracker and adventurer. A prominent member of the Pathfinder society, he has earned a reputation for boldness in action. He has travelled all over Golarion; battling ice trolls and jotun in the far north, raiding blue dragon treasure-hordes among the sands of Katapesh, quelling bands of goblin raiders emerging from the chitterwood in Isger and even a tour of the worldwound. Authion is well on his way to earning his place among the heroes he worshipped in his youth.
Authion has spent the last few years in a modest cabin he had built a day’s ride from Trollheim, in the Land of the Linnorm Kings. The folk of Trollheim adopted his as one of their own after he spent a particularly brutal winter there, aiding the trappers in providing meat and furs for the townspeople. The ice trolls were particularly bold that year, making incursions far closer to the city than usual and snatching more than a few of the citizens who made their home outside of the city proper. Authion led a search party and tracked the beasts to their warren, rescuing the surviving victims and culling the troll population simultaneously. Recently he has heard rumours that a group of adventurers had discovered the location of the book of the titans, and he decided to lend his aid to uncovering the secrets of this mystical tome.