Lantern Bearer

Caldir's page

1,276 posts. Alias of Daedeloth.


Full Name

Caldir

Race

Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)

Classes/Levels

Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Gender

Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12

Size

M

Age

23

Special Abilities

Tier 3 mythic champion/trickster

Alignment

CG

Deity

Desna

Location

Westcrown

Languages

Common, elven, dwarven, goblin, infernal

Occupation

Member of the Nine Star Knights

Strength 14
Dexterity 30
Constitution 16
Intelligence 16
Wisdom 16
Charisma 15

About Caldir

Caldir's father was a member of a wild elven tribe, and Caldir has inherited a portion of his father's quick reflexes, though Caldir has never met him. His mother was human and from a small village on the edge of the forest, she became lost in the woods one day while gathering mushrooms and was saved from orcs by Caldir's father, she thanked him that night, he returned her to her village the next day and they never saw each other again. His mother often told Caldir of how his father heroically rescued her. Thus Caldir grew up imagining his father as a Robin Hood type. He figures to follow in the footsteps of the father he never met and be a rogue who helps the poor and unfortunate but will steal from the rich or corrupt if it suits him. His mother was recently killed in an Orc raid on the town and Caldir has no other ties to the village so he decides to set off on his own in search of adventure.

Mythic:

BASIC ABILITIES FOR TIER 1:
-Hard to Kill (Ex)
When below 0 hp, you auto-stabilize. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. Die when negative hp equals 2xCON score.
-Mythic Power (Su)
Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (9/day at Tier 3).
-Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
OTHER ABILITIES
-Bonus Hit Points: 5 HP per tier
-Champion's Strike: SUDDEN ATTACK (Ex)
As a swift action, expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
-Tier 1 Path Ability: ARMOR MASTER
You don't take an armor check penalty when wearing light armor, the maximum Dexterity bonus of light armor doesn't apply to you.
-Tier 1 Mythic feat: MYTHIC WEAPON FINESSE
You're an expert with weapons that rely on your agility. Prereq: Weapon Finesse.
Benefit: Use your Dex modifier instead of your Str modifier on your damage rolls.
- Tier 2 Amazing Initiative: Gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, expend one use of mythic power to take an additional standard action during that turn. You can't gain an extra action in this way more than once per round.
- Tier 2 Path Ability=Extra Mythic Feat=Dual Path (Mythic)=Trickster=Trickster's Attack Surprise Strike: As a swift action, expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. The target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. This attack bypasses DR.
-Tier 3 Path Ability=Enhanced Ability= +2 Dexterity
-Tier 3 Mythic Feat= Mythic Iron Will
-Tier 3 Recuperation


Feats/Traits:

Feats:
(Lvl-1)Skill Focus Perception
(Lvl-1)Weapon Finesse
(DM bonus)Diehard
(Lvl-3)Iron Will
(Lvl-5)Improved Initiative
Traits:
Elven reflexes: +2 initiative
Resilient: +1 Fort save

Elven/Rogue/Ranger Abilities:

ELVEN:
Low light vision 60'
+2 perception
Immune to sleep
+2 saves v. enchantment effects and spells
ROGUE:
Sneak attack 2d6
Rogue Talent: Two weapon fighting
Evasion: Save reduces damage to 0
Trap sense +1
Trapfinding: Adds 1/2 Rogue level on Perception checks to find traps and Disable Device checks (minimum +1)
Uncanny Dodge
Rogue Talent: Weapon focus rapier
RANGER:
Favored Enemy Human: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival. +2 bonus on attack and damage.
Track: Add 1/2 ranger level to survival skill to track.
Wild Empathy: 1d20 + ranger level + charisma
Weapon style feat: Double Slice
Fav Terrain: Urban

Magic Equipment:

Handy Haversack
Efficient Quiver (60 silver arrows, 2 javelins of lightning)
+3 chain shirt
+3 rapier
+2 silver dagger
Hat of Disguise
Hand of the Mage
Belt +6DEX
Boots of Speed
Rope of climbing
Ring of featherfall, Ring of Protection +2
Morrowfall: At Will—detect undead, disrupt undead, daze monster(DC 13)
3/day—blindness (DC13), daylight, searing light,
1/day—sunbeam(DC20), sunburst(DC22)(Caster Level 15)
Lens of detection (+5perception, +5 tracking)
Vudran Ashak Helm (Immune to flanking, +4 visual perception)
CMW Wand, CLW wand, various potions