Elf

Beriadan's page

25 posts. Alias of dathom.


Full Name

Beriadan (pronounced Bear-ee-ah-dahn)

Race

Elf

Classes/Levels

Ranger 1

Gender

Male

Size

Medium

Age

157

Special Abilities

Favored Enemy (Human)

Alignment

Chaotic Good

Deity

Calistria

Location

Riddleport

Languages

Common, Elven, Draconic, Gnome

Occupation

Currently a guide and researcher on the Blot

Strength 14
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 13
Charisma 10

About Beriadan

Height: 5'11"
Weight: 152 lbs
Eyes: Green
Hair: white
Skin: Pale
XP: 0 of 1300

Durability:
Hit Points: 23
Initiative: +3
Armor Check Penalty: -0
Speed: 30 feet
Armor Class: 16 (10 + 3 Armor + 3 Dex)
Touch: 13
Flat-footed: 13

Saves:
Fortitude: +3 (2 +1 Con)
Reflex: +5 (2 +3 Dex)
Will: +2 (0 +1 Wis + 1 Trait)

Situational Bonuses: +2 vs Enchantment spells and effects; +2 to sight and sound-based Perception checks.

Combat:
Base Attack Bonus: +1
Melee Attack Bonus: +3 (1 BAB+ 2 Str)
Range Attack Bonus: +4 (1 BAB+ 3 Dex)
Combat Maneuver Bonus: +3 (1 BAB+ 2 Str) CM DC: 16 (10+ 1 Base + 2 Str + 3 Dex)
Rapier: +4 Melee (1D6+2; 18-20/X2; P)
Dagger: +4 Melee (1d4+1; 19-20/x2; P; 10 ft)
Shortbow: +4 Ranged (1D6; 20/X3; P; 60 ft)

Feats:

Spoiler:
Weapon finesse Apply Dex instead of Strength to attack rolls with light weapons and certain one handed ones.
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Traits:

Spoiler:

Sacred Avenger (Calistria) Your special connection to Calistria, the goddess of revenge, gives you a +1 trait bonus on weapon damage against any creature that hit you in the previous round. If that creature is your "ilduliel" (a cultural type of intra-elven feud), this bonus increases to +2.
Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type.

Other Special Abilities and Special Qualities:
[spoiler](Elven) Weapon Familiarity:Elves are proficient with the longsword, rapier, longbow and shortbow and they can treat any weapon with Elven in its name as martial weapons.
(Elven) Favored Class (Ranger)
(Elven) Keen Senses: Elves receive a +2 bonus on sight and
sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
(Elven) Low-Light Vision:Elves can see twice as far as humans
in conditions of poor illumination.
(Elven)Elven Immunities: Elves are immune to magic sleep
effects and get a +2 racial saving throw bonus against enchantment spells or effects.
(Elven)Elven Magic: Elves receive a +2 racial bonus on caster
level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.
(Ranger) Favored Enemy (Humans)+2(Ex):The ranger gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when
using these skills against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures.
(Ranger) Track (Ex): A ranger adds half his level to Survival skill checks made to follow or identify tracks.
(Ranger) Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Skills: Skillpoints gained/level (8) 6+2(int)

Spoiler:
Acrobatics: +4 (1 ranks; +0 trained; +3 Dex; -0 armor)
Appraise: +2 (0 ranks; +0 trained; +2 Int)
Bluff: +0 (0 ranks; +0 trained; +0 Cha)
*Climb: +6 (1 ranks; +3 trained; +2 Str; -0 armor)
*Craft (any): +2 (0 ranks; +0 trained; +2 Int)
Diplomacy: +0 (0 ranks; +0 trained; +0 Cha)
Disguise: +0 (0 ranks; +0 trained; +0 Cha)
Escape Artist: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
Fly: N/A (0 ranks; +0 trained; +3 Dex; -0 armor)
*Heal: +1 (0 ranks; +0 trained; +1 Wis)
*Intimidate: +4 (1 ranks; +3 trained; +0 Cha)
*Know (Dungeoneering): N/A (0 ranks; +0 trained; +2 Int)
*Know (Geography): +6 (1 ranks; +3 trained; +2 Int)
Perform (Oratory): +1 (1 ranks; +0 trained; +0 Cha)
*Perception: +5 {+7} (1 ranks; +3 trained; +1 Wis; +2 sound and sight based)
*Profession (cook): +5 (1 ranks; +3 trained; +1 Wis)
*Ride: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
Sense Motive: +1 (0 ranks; +0 trained; +1 Wis)
Stealth: +7 (1 ranks; +3 trained; +3 Dex; -0 armor)
*Survival: +5 (1 ranks; +3 trained; +1 Wis)
*Swim: +6 (1 ranks; +3 trained; +2 Str; -0 armor)

Carrying Capacity:
Light Load: 0 lbs - 58 lbs
Medium Load: 59 lbs - 116 lbs
Heavy Load: 117 lbs - 176 lbs
Lift Over Head: 176 lbs
Lift Off Ground: 352 lbs
Push or Drag: 880 lbs

Possessions (52.5 lbs):

Spoiler:

Backpack 2 lbs 2 gp(17 lbs):
Trail Rations(4): 4 lbs; 2 gp
Silk Rope: 5 lbs; 10 gp
Waterskin (1): 4 lbs; 1 gp
Whetstone: 1 lb; 2 cp
torch (1): 1 lbs; 1 cp
Potion of Jump: 50gp

Sheathed or Worn (35.5 lbs):
Traveler's Outfit: 5 lbs
Rapier: 2 lbs; 20 gp
Shortbow: 2 lbs; 30 gp
Dagger: 1 lbs; 2 gp
MW Studded leather: 20 lbs; 175 gp
Belt pouch: .5 lbs; 1 gp
20 arrows: 3 lbs; 1 gp

Pouch with Coins (1 lbs):
CP: 5
SP: 9
GP: 6
PP:

Character Description

Spoiler:

Appearance: Rather tall, yet slender, Beriadan walks with a calm grace that hints at the agility in his slim form. His body is decked out in sturdy yet supple studded leather. At his hip rests a sheathed rapier and a thin dagger can be seen poking out of the top of Beriadan's calf-high, dark leather boots. Around his shoulders is clipped a forest green cloak with a deep hood and the elf's pale blond, shoulder length hair is held back with a feathered thong to keep it out of his face. Beriadan's skin is pale, like most of his race, and his eyes are a light green that seems to take in and analyze every detail that they fall upon.

Story/Background: Originally from the rather isolationist country of Kyonin, Beriadan had been born with the natural agility and intelligence to make a fine wizard, however, when Beriadan was but a child, he was taken from his home by corrupt humans who were using their status as emissaries to Kyonin to gain access to the almost completely elven country. In a slaving caravan headed for the coast, Bariadan spend the next few months in a cage hidden among the freights that disguised the slaver's wagon. However, fate had other plans for the young elf as the caravan was attaked by the forest itself. vines grew up to entangle the caravan wheels as a rampaging bear came tearing through the slaver's group. Frightened, Beriadan hid as far as he could in his cage as he heard the screams of men being attacked. When the screams stopped, he felt the wagon moving once more and he continued to hide, trembling, in the wagon. After another 30 minutes or so of traveling, he woke to the sound of something inside the wagon. Afraid once more, the young Beriadan was surprised to be staring at the warm, smiling face of a middle-aged human. As the middle aged man opened the cage door, he simple stepped away from the opening and stood waiting, doing nothing but staring at the young elf with warm eyes. Stone still at first, Beriadan slowly crept out of the cage and followed the robed man out of the wagon. Taking in the forest around him, Beriadan was awestruck by the beauty of the place. In Kyonin, he had heard tales of the danger of other countries, but never had he been told about it's beauty. Deciding to follow the middle-aged druid for a while, Beriadan spend the next 10 years learning under the druid's care until he was able to begin tutoring in the art of being a ranger. Beriadan took to being a ranger with zeal, though he wasn't able to learn quite as quickly had his human companions.
As the years past, Beriadan learned the curse of being a Forlorn as he quickly saw those he knew and loved get old and pass on; he himself personally buried the bodies of his ranger master and the druid who had first taken him in. Not wanting to deal with the pain of losing others, he left the place he had called home for the last 60 years and wandered the lands of Varisia until he came across a city that put him on edge. When he first stepped foot in the city, he could already see the filth of the city mixed with the decadence of its upper class. Staying just long enough to barter some items, Beriadan quickly left and joined up with another circle of druids and rangers who quickly took in the strange elf. More years past and rumors started forming about a strange cloud hanging over Riddleport. The druids, after much divining, decided that it was worth investigating the threat of this strange occurrence. Tasking Beriadan with this mission, the now 150 some odd year old elf travels to the sleaze town of Riddleport to see what he can find out. Hearing of the new Gambling tournament and learning that many mages might be found there, Beriadan heads to the Gold Goblin to see about joining in the tournament.

Personality: Although Beriadan has lived away from his birth home for many years, he still displays the passion of his elven kin. Venerating Calistria, he often harbors grudges for many, many years but being an elf, he is extremely patient in exacting revenge. Like many of the Forlorn, he finds it difficult to make friends and form relationships with those he knows simply because he is afraid of dealing with the pain of their deaths while he continues to live on. More than just a rapier wielding elf, he prides himself in his cooking and loves to tell stories, both human and elven, that he has learned through his long life.

Hit Points Summary and Favored Class Bonus:

Spoiler:

Character Level 1: 1d10+Con+2, 10+12+1 = 23, 23 HP total +1 Skill point
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total