Seoni

Eldarel Japhol's page

637 posts. Alias of Wandering Wastrel.


Gender

Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

About Eldarel Japhol

"ELLIE"

Female Human Fighter (Lore Warden) 9
NG Medium Humanoid (human)

Initiative +2; Senses Perception +1

Languages: Common, Elven, Necril, Sylvan, Varisian

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DEFENCE
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AC 23, Touch 13, Flat-footed 20 (8 Armour, 2 Dex, 1 Deflection, 1 Natural, 1 Dodge)
HP 76
Fort +9, Ref +7, Will +7 (+9 v Charm/Compulsion)

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OFFENCE
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Speed 30 ft
[
Ranged Dagger +11 (d4+5, 19-20)

[dice=Trip]d20+9+6+1+1+2+4+2[/dice]
[ooc](BAB, Str, Enhancement bonus, Weapon Focus, Weapon Training, Greater Trip, Maneuver Training)[/ooc]

[dice=+1 Holy Heavy Flail]d20+9+6+1+1+2-3-3[/dice]
[ooc](BAB, Str, Enhancement, Weapon Focus, Weapon Training, Power Attack, Combat Expertise)[/ooc]

[dice=Damage]d10+9+9+1+2+2+2d6[/dice]
[ooc](Str, Power Attack, Enhancement, Weapon Training, Weapon Specialisation, Holy)[/ooc]

Using Combat Expertise to get +3 AC

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STATISTICS
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Str 22, Dex 14, Con 12, Int 13, Wis 10, Cha 10
Base Atk +9; CMB +14; CMD 26

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SKILLS
(2 Fighter, 2 Lore Warden, 2 Background, 1 Int)
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Climb 9 (2 points, Class skill, 4 Str)
Diplomacy 5 (1 point, Class skill, 1 trait)
Knowledge (arcana) 12 (7 points, Class skill, 1 Int, 1 Human)
Knowledge (dungeoneering) 12 (7 points, Class skill, 1 Int, 1 Human)
Knowledge (geography) 7 (2 points, Class skill, 1 Int, 1 Human)
Knowledge (history) 8 (3 points, Class skill, 1 Int, 1 Human)
Knowledge (local) 12 (7 points, Class skill, 1 Int, 1 Human)
Knowledge (nature) 10 (5 points, Class skill, 1 Int, 1 Human)
Knowledge (nobility) 8 (3 points, Class skill, 1 Int, 1 Human)
Knowledge (planes) 13 (8 points, Class skill, 1 Int, 1 Human)
Knowledge (religion) 13 (8 points, Class skill, 1 Int, 1 Human)
Linguistics 7 (3 points, Class skill, 1 Int)

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TRAITS
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Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Varisian Tattoo: You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

The Reclaimer: You lost something precious in the destruction of Roslar’s Coffer 12 years ago — a home, a legacy, perhaps even family — but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.

Overprotective (Drawback): In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

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FEATS
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Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Iron Will: You get a +2 bonus on all Will saving throws.

Medium Armour Proficiency: You take no proficiency penalty for wearing medium armour.

Weapon Focus (Heavy Flail): You get a +1 to attack rolls with the selected weapon.

Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Weapon Specialisation (Heavy Flail): You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You gain a +2 bonus on all damage rolls you make using the selected weapon.

Greater Trip: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Toppling Pileup: As a standard action, you can attempt a single trip combat maneuver check at your full base attack bonus against a foe within reach. If you succeed, the target is knocked prone as normal and you can attempt an additional trip combat maneuver check (using your full base attack bonus) against a foe that is adjacent to the first target and also within reach. You can attempt only one additional combat maneuver per round with this feat.

Dodge: You gain a +1 bonus to AC

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ABILITIES
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Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled

Bonus Feat: Humans select one extra feat at 1st level.

Scholastic: A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft. This ability replaces the fighter’s proficiency with medium armor, heavy armor, and shields.

Skill Over Strength: At 2nd level, a lore warden qualifies for feats and other abilities as though she had the Combat Expertise feat. At 6th level, she gains Combat Expertise as a bonus feat, even if she would not normally qualify for the feat. If she already has Combat Expertise, she instead gains any one combat feat that includes Combat Expertise as a prerequisite (and for which she otherwise qualifies). At 10th level, she can treat her base attack bonus as though it were 2 higher for the purpose of calculating the effects of Combat Expertise. This replaces the bonus fighter feat gained at 2nd level.

Swords Secret (Ex): A lore warden learns specialized techniques that help her to quickly analyze and defeat her foes. At 3rd level, a lore warden gains one swords secret, and she gains an additional swords secret for every 4 fighter levels gained after 3rd. Except where noted, a lore warden cannot select the same swords secret more than once. This replaces armor training and armor mastery.

Know Thy Enemy (Ex): When the lore warden succeeds at a Knowledge check to identify a creature’s abilities and weaknesses, she can also use a standard action to grant herself a +2 insight bonus on all attack and weapon damage rolls made against that enemy. This bonus lasts for a number of rounds equal to half her class level (minimum 2 rounds), or until the lore warden uses this ability against a different creature.

Maneuver Mastery (Trip +2; Disarm +1): The lore warden gains a brawler’s maneuver training class feature, treating her fighter level as her brawler level. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver. At 7th level and every 4 levels thereafter, she becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each.

Weapon Training: Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever she attacks with a weapon from this group, she gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. She gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, she receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

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GEAR
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Cloak of Resistance +2
+2 Mithral breastplate
+1 Holy Adamantine heavy flail
Ring of Protection +1
Amulet of Natural Armour +1
Belt of Strength +2

Bladed Scarf
2 Daggers

Traveller’s outfit (free)
Backpack
7 days’ rations
2 Waterskins
Bedroll
Blanket
Holy symbol, iron
5 Sunrods
10 Torches
Flint and Steel
Belt Pouch
50 ft rope
Hammer
6 Pitons

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BACKGROUND
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Ellie (as she has called herself since she was old enough to talk) was 8 years old when Roslar’s Coffer was invaded 12 years ago. Her last memory of her brother Ladzlovar (who had just joined the militia) was when he pushed her onto a horse and made it ride out of town ahead of the invaders. He gave her his holy symbol for luck, telling her it would keep her safe; and it worked. He also told her it would bring them back together again; that bit didn’t work out. She never saw him again.

Bad things can happen to refugees, especially child refugees, but Ellie was lucky (or fated, depending on your preference). Also fleeing the town was a Pathfinder, Javinder Torass, travelling with his companion Evelynna (a Calistrian courtesan, although Ellie didn’t realise it at the time), and they took the sobbing young girl in with them and kept her safe on the road. They were well aware that the life of a Pathfinder is not consistent with child-minding, but Javinder’s family were in trade and they agreed to look after Ellie. This mostly consisted of benign neglect, which suited Ellie just fine: their house was huge and stuffed with books, which she read voraciously.

In her spare time, which was most of it, she practiced swordplay and other martial pursuits, promising herself that she would never flee from something again – she would grow up to fight alongside her brother, when he finally returned. It was some years before she had to accept that he would never be coming to find her.

Javinder made a point of returning home more frequently than he needed to, in order to fulfil some unspoken sense of responsibility. Seeing her devotion to reading as well as her aptitude for fighting, he offered to sponsor her as a lore warden: the bodyguards and retainers for more senior Pathfinders. She was accepted 2 years ago, although she hasn’t yet tasted combat outside of the training hall, for which she is secretly quite glad.

By coincidence (or fate, depending on your preference) her latest assignment has brought her back to Roslar’s Coffer, accompanying an elf wizard by the name of Anfiel. He has a reputation for being rather snooty, but he has been nice to her, perhaps realising that this is her first ‘proper mission’ (he’s actually been hoping to get into her leggings, but she hasn’t realised this yet).

Her feelings on returning ‘home’ after so long were complicated at first, but she has realised that this is the perfect opportunity to say goodbye properly to Ladzlovar. She has no illusions that he is still alive, but if she can find out where he fell then she can at least do... something – although she’s not sure yet what. So far, her travails have been fruitless: the written records of the invasion are almost nonexistent, and none of them are concerned with the fate of a junior member of the militia. She has also tried to get stories from the locals to work out what happened, but this too has so far not been successful: the few survivors from that time have little to no inclination to talk about what happened. Still, she has managed to make herself useful in small ways: running errands for crippled veterans, buying rounds of drinks, and generally contributing to the community at large.

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APPEARANCE
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Ellie’s father was Varisian, although she has more of her Taldan mother’s looks including her long, honey-blonde hair. Both her parents died in an epidemic when Ellie was six, so her memories of them are mostly gone – it was Ladzlovar who basically parented her.

She tends to dress in muted clothing, fitting with her role as bodyguard and retainer; the only splash of colour is of her kapenia, the Varisian scarf that details her father’s bloodline. She wears this almost irrespective of the occasion. She also has the tattoos and the language, so as far as she's concerned, her Varisian heritage is not open to question.

Her only other accessory is the iron holy symbol of Sarenrae that hangs from her belt. After more than ten years' constant wear, it is somewhat corroded - rather like Ellie's faith.

Ellie’s youthful awkwardness has blossomed into something approaching beauty, although she isn’t that concerned with her appearance; if she were, she might do something with her hair besides tie it back to keep it out of her way.

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PERSONALITY
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Ellie is predominantly bookish; although not the brightest, she has a fierce determination and a first-class education (courtesy of her adoptive family) that means she tends to master things quickly. She can always be found with at least one book on her person, and ideally more. Her early life and succession of bereavements has left her short on confidence, and in a social setting she tends to rely heavily on props (drinks glass, book, her scarf) to hide behind while she tries to work out what to say – books don’t expect you to talk, but people seem to want conversation. It’s tricky.

Behind the lack of social confidence is a drive to succeed, however, and it would be foolish to think that she is shy or cowardly. She has yet to fully prove herself in a fight, but she won’t take a backwards step when the situation arises. It’s ok if it doesn’t arise for a while, though. After all, there’s no shortage of books to read in the meantime.