About Elren Caellas
Male Half-Elf Ranger (Woodland Skirmisher) 11/Wizard (Shadowcaster) 8/Arcane Archer 8
NE Medium Humanoid (Half-Elf)
Init +12 (+4 forest); Senses Perception +33 (+6 with shadow) (+9 in forest); low-light vision, darkvision 60 ft.
AC 23, touch 19, flat-footed 17 (+2 armor, +6 dex, +2 natural, +2 deflection, +1 insight)
Fort +21, Ref +22, Will +15 (+2 vs enchantment)
Speed 30 ft.
Melee +3 Greatsword +23 (2d6+10)
Ranged +3 Adaptive Flaming Composite Longbow +26 (1d8+8+1d6)
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Pioneer You begin play with a horse. Also You gain a +1 trait bonus on perception.
Ambush Training You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Focused Enemy (humanoid (human)) +6 At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +6 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Forest Ghost At 1st level, a woodland skirmisher adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain.
Combat Style Feat The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Endurance A ranger gains Endurance as a bonus feat at 3rd level.
Focused Terrain (forest) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +4 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Ranger Spells At 4th level, a woodland skirmisher increases his number of spells per day by +1 for every spell level. This means the skirmisher gets at least 1 spell per day as soon as he gains access to a level of spells, even if Table: Ranger lists 0 for spells per day.
A woodland skirmisher also learns to draw upon druidic magic. Each day when the ranger prepares spells, he may choose one druid spell and prepare it as if it were on the ranger spell list as a ranger spell of its druid spell level.
Woodland Stride Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
Forewarned You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (8/8) At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Shadow Spells At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.
Shadowsight At 5th level, a shadowcaster gains darkvision 60 feet.
Enhance Arrows At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.
In addition, the arcane archer's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 7th level, every non-magical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 5th level, every non-magical arrow fired by an arcane archer gains the distance weapon quality.
The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
Imbue Arrow At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
Seeker Arrow At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.
Phase Arrow At 6th level, an arcane archer can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.
Hail of Arrows In lieu of his regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Hard to Kill Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. 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. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (5/5) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge 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.
Mythic Spellcasting (haste) You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Wild Arcana As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
0th (at will) Detect Magic
1st (7/day) Alarm
2nd (7/day) Arrow Eruption
3rd (7/day) Fly (prepared)
4th (5/day) Detect Scrying (prepared)
5th (5/day) Wall of Stone (prepared)
6th (5/day) Greater Named Bullet (prepared x2)
7th (4/day) Greater Arcane Sight (prepared)
2nd (4/day) Hide Campsite
3rd (3/day) Instant Enemy x2
Light 0-133 lb. Medium 134-266 lb. Heavy 267-400 lb.
Current Load Carried 0 lb.
Money 69651 GP 1 SP 1 CP
Energy Drain, Soul Bind, Mass Hold Monster, Wall of Suppression, Prismatic Sphere, Spellbane
Create Greater Undead, Orb of the Void, Life of Crime, Trap the Soul, Prismatic Wall, Greater Planar Binding
Caustic Eruption, Greater Teleport, Mass Hold Person, Finger of Death, Waves of Exhaustion, Control Undead
Circle of Death, Create Undead, Geas, Planar Binding, Greater Dispel Magic, Major Curse
Wall of Stone, Blood Boil, Spell Absorption, Shadow Evocation, Soul Switch, Vampiric Shadow Shield, Dominate Person, Waves of Fatigue
Greater Infernal Healing, Fleshworm Infestation, Detect Scrying, Boneshatter, Greater Invisibility, True Torm, Bestow Curse, Dimension Door
Phantasmal Killer, Spiked Pit, Hold Person, Suggestion, Deathwine
Aura of Cannibalism, Protection from Energy, Dispel Magic, Displacement, Suggestion, Tongues, Vampiric Touch
Spectral Hand, Sentry Skull, Invisibility, Touch of Idiocy, Protection from Arrows, Fog Cloud, Blindness/Deafness, Detect Thoughts, False Life, Ghoul Touch, Resist Energy
Disguise Self, True Strike, Shield, Stone Shield, Obscuring Mist, Protection from Good, Charm Person, Chill Touch, Comprehend Languages, Grease, Mage Armor, Ray of Enfeeblement
Umbral Gift (600gp, 45 days)
School transmutation [evil]; Level 6
Casting Time 1 standard action
You take on the gifts of the shadow plane, becoming infused with some of the umbral powers of it.
You gain the see in darkness ability, resistance to cold and electricity 10, and DR 5/good. In addition, you gain the ability to step through shadows when taking a 5 foot step. This is made as part of taking a 5 foot step and requires no additional actions. You can step up to 5 feet/caster level, and you must begin and end this movement in areas of dim light or darker. Finally, your natural weapons and any weapons you wield are considered evil-aligned for the purpose of overcoming damage reduction.
Male Animal Companion 12 (Aasimar alias: Yarvi)
N Large Outsider (Augmented)
Init +6; Senses Perception +18, darkvision 60 ft., low-light vision
AC 42, touch 17, flat-footed 36 (+6 dex, +23 natural, +2 deflection, +2 armor, -1 size)
Fort +15, Ref +18, Will +12 (+4 vs enchantment)
DR 10/magic; Resist cold 15, electricity 15; SR 18
Defenses Shadow Blend, Improved Evasion
Speed 20 ft., fly 80 ft.
Melee 2 Talons +23 (1d6+10 plus grab)
Languages (cannot speak) Common, Elven, Shadowtongue, Hallit, Sylvan, Giant, Draconic, Goblin, Boggard, Undercommon, Gnome, Aklo
Link A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Shadow Blend In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Spell Resistance A shadow creature gains spell resistance equal to the base creature's CR + 6.
Alertness While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Tenacious Guardian At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.
Devotion An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Speak with Animals of Its Kind If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Scry on Familiar If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Lord Terrion Numesti: Prisoner in city
Kassandra: Daughter of Lord, fighter
Tamaria: Daughter of Lord, captured by Tiger Lords
Lady Murray: Love interest from Fort Drelev
Flight of wyverns destroyed village of Littletown and they say king Irovetti gave them permission to do so.
Lot of people unhappy with Irovetti, including a woman named Ilora Nuski who once lead the River Razors. Maybe hiding out in wilds still plotting to raise army against king.
Irovetti caught remorhaz several years ago. Marched it through Pitax and keeps it in dungeon as a pet. (true)
Mammoth graveyard in Branthlend mountains (northwest mountains). Whoever discovers it will be rich from ivory. (true, killed Linnorm and got intelligent Mammoth to give us some ivory)
Black dragon Ilthuliak may be alive and near Glenbon (hills to north) last month.
Old abbey on White Row's Hill is haunted by priests of Cayden Cailen who were murdered there.
Mother of all wyverns Iminognos-Ushad lives in a cave at eastern edge of the Thousand Voices.
Irovetti is under spell of vampire priestess of Urgathoa who lives in secret cave under palace. She wants to turn Pitax into a necropolis. (possibly false)
Mastodon-riding hill giants known as Tusker's Riders are on the march. King Irovetti hired them.
Info from Gus
Irovetti building superweapon that is like mass cloudkill coming from modified horn of fog. Mastery poisoner from Daggermark building it. Amplified using magical font that lies within White Rose Abbey.
White Rose Abbey
King Irovetti gifted in arcane, leads with iron fist, plays off as nice face, has two powerful rods (one is scepter/halberd of alien design that shoots arrows, one is made of odd material that commands will of large area)
Main Army of Humans Avinash Jurrg (magician), colossal (2000), in Pitax, good weapons, ranged
Troll Marauders Strong Troll, medium (250), in Pitax, relentless brutality, regeneration
Barbarian Horde Vilimor Kath (barbarian), gargantuan (1000), barbarian, good weapons, good armor, ranged, dirty fighters
Elite Humans Lady Alasen, huge (500), southeast of Pitax, good weapons, good armor, ranged, snipers
Hill giants on Mastodons Kob Moleg, small (100), hill giants, mounted on mastodons, good armor, cavalry experts, rock throwing
Wyverns Wyvern leader, medium (250), in Littletown, relentless brutality