Elf

Delduwath's page

142 posts. Organized Play character for neodam.


Full Name

Delduwath

Race

| HP173/173 (34/34 temp.)| AC 32 T 22 FF 24 | CMB +21, CMD 43| F: +21, R: +24, W: +17 | Init: +10 | Perc: +25, SM: +5

Classes/Levels

| Speed 30ft | . | Spells: 1st 5/5; 2nd 4/4; 3rd 3/3; 4th 1/1 | Active conditions: none. |

Gender

Male CN Elf Ranger 17

Size

6'3"

Age

125

Alignment

CN

Deity

Calistria

Languages

Common, Elven, Abyssal, Draconic, Ignan, Infernal

Strength 18
Dexterity 27
Constitution 16
Intelligence 12
Wisdom 16
Charisma 9

About Delduwath

Delduwath
Male elf ranger 13
CN humanoid (elf)
Init +9; Senses Perception +21

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DEFENSE
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AC 28, touch 17, flat-footed 23 (+10 armor, +5 Dex, +1 natural,+ 2 deflect)
hp 120/120
Fort +18, Ref +21, Will +15;

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OFFENSE
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Speed 30 ft.
Melee:
Longsword +16/+11/+6 (1d8+3)
Warhammer +16/+11/+6 (1d8+3)
Dagger +16/+11/+6 (1d4+3)
Ranged:
+4 Composite(+3) Adaptive Longbow (darkwood) +26 /+21 /+16 (1d8+7)

1st (4/day)- Gravity Bow, Gravity Bow, Endure Elements
2nd (3/day)— Barkskin, Cat's Grace, Bear's Endurance
3rd (2/day)— Remove Disease, Resist Energy, Communal
4th (1/day)— Aspect of the Wolf

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STATISTICS
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Str 16, Dex 24, Con 14, Int 12, Wis 16, Cha 9
Base Atk +13; CMB +16; CMD 35

Feats:Point-Blank Shot, Precise Shot, Endurance, Deadly Aim, Rapid Shot, Improved Precise Shot, Manyshot, Weapon Focus, Evasion, Pinpoint Targeting, Cluttered Shots, Iron Will

Traits: Suspicious, Warrior of Old

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Skills
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Acrobatics +7
Appraise +1,
Bluff -1
Climb +10
Diplomacy -1
Disable Device +12
Disuise -1
Escape Artist +7
Fly +7
Handle Animal +11
Heal +7
Intimidate +3
Knowledge (Dungeoneering) +10,
Knowledge (Geography) +10,
Knowledge (Nature) +11
Linguistics +4
Perception +21,
Prof: trapper +7,
Ride +7,
Sense Motive +8,
Spellcraft +13,
Stealth +23,
Survival +20,
Swim +10;
Use magic device +0

Armor Check Penalty –0

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Languages:
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Common, Elven, Abyssal, Draconic, Ignan, Infernal

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SQ:
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Combat Gear
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+4 Composite(+3) Adaptive Longbow masterwork darkwood
Longsword
Dagger
Warhammer
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Other Gear:
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Backpack masterwork
Oil x2
Rop silk
Signal whistle
Artisan's outfit
Lantern, bullseye
Potion of cure light wounds x2
Wand of cure light wounds (0 charges)
Candle x8
Flint and Steal
Chalk x2
Grappling hook
Nexus Crystal
Weapon blanch, adamantine - against DR/adamantine and not hardness
Wayfinder - +2 survival (finding way)
Weapon blanch, ghost salt x2- full damage to incorporeal creatures(10ar)
Copper coin - Appraise, diplomacy or knowledge +4 (scenario chronicle #14)
Ioun Torch
Scroll of Align Weapon
Ring of protection +2
Cloak of Resistance +5
Amulet of natural armor +1
Blunt arrows x20
Bracers of Archery
Belt of Physical Perfection +2
Headband of Mental Superiority +2
Oil of bless - makes weapon good x4
antitoxin x2
antiplaque x2
Wand of protection from evil (50 charges)
Wand of Cure light wounds (33 charges)
Talisman of freedom (lesser) - On his neck
Talisman of Flames (lesser) - On his neck
Talisman of Life's Breath (lesser)
Talisman of Ankh (lesser)- On his neck
scroll of lesser restoration x4
scroll of restoration
scroll of remove disease x2
scroll of remove curse x2
Pale green prism (cracked) (saves)
Discerning wayfinder - detect magic
SNAPLEAF** when you fall
potions of cure serious wounds

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SPECIAL ABILITIES
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Low-light vision - x2 as humans and Wayfinder
Immune to magic sleep
+2 racial saving trow against enchantment spell and effects
woodcraft - +1(know. nature, survival), +2 in forest
+2 - spellcraft skill - identify the properties of magic item
Wild Empathy - improve attitude of an animal 1d20+LVL+CHA
Track - adds half his level to Survival skill checks to follow tracks (+5)
Dagger - +2 on Sleight of Hand to conceal a Dagger
Swift tracker - move at his normal speed while using Survival
Hunter's Bond,
Woodland stride (undergrowth)
+4 circumstance bonus on Handle Animal for animal companion
Quarry - +2 attack rolls made against quarry, and all critical threats are automatically confirmed

Sihedron Brand - 1/day add 2 x level of temp. HP (26HP)
Sihedron Brand - +2 on FORT (#27 character sheet)
Nexus crystal - 10 points of negative energy damage protection #8 c.s.

1st favored enemy (orcs) - +2 on attack and damage +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival
2nd favored enemy (human) - +4 on attack and damage +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival
3rd favored enemy (undead) - +4 on attack and damage +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival

1st favored terrain - Underground (caves and dungeons)+4 initiative, know.(geography), perception, stealth, survival
2nd favored terrain - Urban (buildings, streets, and sewers) +4 initiative, know.(geography), perception, stealth, survival
3rd favored terrain - Forest (coniferous and deciduous) +2 initiative, know.(geography), perception, stealth, survival

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spells
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1st level:
Gravity Bow 2d6 damage
Endure Elements - Exist comfortably in hot or cold regions
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

2nd level:
Barkskin +3 natural armor
Bear's Endurance - +4 enhancement bonus to Constitution
Cat's Grace: Subject gains +4 to Dex for 1 min./level
Versatile Weapon - mogu birati tip damagea S B or P

3rd level:
Darkvision - See 60 ft. in total darkness
Cure Moderate Wounds - Cures 2d8 damage +1/level (max. +10)
Feather Step, Mass - ignores difficult terrain, and can 5-foot steps in difficult terrain
Fickle Winds
Instant Enemy - treat the target as if it were one of your favored enemy
Life Bubble -
Neutralize Poison
Protection from Energy, Communal
Remove Disease
Resist Energy, Communal
Venomous Bolt - poison deals 1d3 Constitution damage per round for 6 rounds