The Rake

Eli Szardos's page

190 posts. Alias of GrinningJest3r.


Full Name

Eli Szardos

Race

Human

Classes/Levels

Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

Gender

Male

Size

Medium

Age

52/26

Strength 18
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 13
Charisma 9

About Eli Szardos

Eli spent twenty five of the last twenty six years in a magically-induced coma and looked, quite literally, half his chronological age. Between choosing to blame himself for not trusting the words of a Svifneblin, and blaming the wizard who refused to pay him in the first place, he definitely blamed the wizard for the lost time.

Eli had a normal childhood, though he preferred to play in dark tunnels and caves than in fields and forests like the others his age. He was never bothered by it, though. That preference kept his life interesting and kept money in his pocket - he could always sell out his services as a guide for anybody looking for a little bit of adventure. He wondered if any of his friends or family would recognize him now. Would he recognize them if he ever went back? Would they even still be there? He didn't know, and didn't bother to find out; it would only bring heartache for them.

For now, there was only the future. Eli had taken up his old trade in a town near to the Standing Stone Monastery - itself overlooking Crimmormere Lake - guiding those seeking fame and fortune into the depths until he found himself outmatched. It kept his skills sharp and his pockets full enough for his tastes. Sometimes his charges came back, sometimes they didn't. He knew the rumors about himself: the two biggest pieces of information floating around are that Eli is the only reason some of them ever made it back, and that Eli is the reason some of them never made it back. Both were good for business. Either they trusted him and hired him on, or they didn't trust him, but considered themselves forewarned and took his service anyway.

Neither mattered to Eli. He just wanted a group that he could truly work with. He needed a proper team to get right into the heart of the Mouth of Doom, located out near Zelkor's Ferry. It was down there. Eli wanted to find it and make Eralion rue the day he snubbed the ranger.

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Human Ranger (Deep Walker) 2
LN Medium humanoid (human)
Init +5; Senses Perception +7
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex)
hp 34 (3d10+6)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +2
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Offense
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Speed 30 ft.
Melee nodachi +8 (1d10+6/18-20/×2)
Special Attacks favored enemy (goblinoids +2)
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Statistics
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Str 18, Dex 13, Con 14, Int 10, Wis 13, Cha 9
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes, Dodge, Endurance, Improved Initiative, Power Attack, Weapon Focus (nodachi)
Skills Bluff +2 (+4 vs. goblinoids), Climb +8, Handle Animal +3, Intimidate +5, Linguistics +2, Perception +7 (+9 when underground, +9 vs. goblinoids), Perform (dance) +1, Stealth +5 (+7 when underground), Survival +7 (+9 when underground, +9 vs. goblinoids, +8 to track), Swim +6 (+10 to resist nonlethal damage from exhaustion)
Languages Common, Gnome, Undercommon
SQ combat styles (two-handed weapon), deep knowledge, track, wild empathy
Other Gear Lamellar (leather) armor, Nodachi, Backpack, masterwork (4 @ 54 lbs), Chalk, Folding chair, Folding ladder, Ranger's kit, 116 GP, 9 SP, 9 CP
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Special Abilities
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Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deep Knowledge +2 (Ex) At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those check while underground (to a maximum of +11 at 18th level). This ability replaces favored terrain.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Experience
200 Rollplay Ad Hoc
90 Hound's Recap
400 Company of the Crying Maiden
200 Located the cabin (key to finding MoD)
50 Death of hostage delayed
50 Location of hostage shack learned
200 Murder Crow defeated
300 Skull Spiders
535 Gnoll Encampment
265 Black Ooze
1200 TPK averted!
400 BIRD SOUNDS! (Averted combat)
400 Maggie rescued, toad cultist dead.