Queen Telandia

Elthariel Edasseril's page

39 posts. Alias of Cosmic Dream Lord.


Full Name

Ethariel Edasseril

Race

Elf Ranger 15 | HP: 91/124 | AC: 27, Touch: 18, FF: 24 | CMD 34 | Fort: +15, Reflex: +19, Will: +16 (+2 vs. enchantment) | Init: +11 | Perception: +22 |

Classes/Levels

Buffs: Extended Life Bubble, Greater Magic Weapon, Abundant Ammunition, Communal Air Walk, Good Hope

Gender

Female

Size

Medium

Alignment

Chaotic Good

About Elthariel Edasseril

Ellie's Rolls - DR Only Applies Once:

[dice=+1 adaptive holy composite longbow (GMW, RS, GH, FE)]1d20+22+4-2+2+4[/dice]
[dice=Damage (GMW, GH, FE)]2d8+4+8+4+8[/dice] plus [dice=If Evil]2d6[/dice]

[dice=+1 adaptive holy composite longbow (GMW, RS, GH, FE)]1d20+22+4-2+2+4[/dice]
[dice=Damage (GMW, GH, FE)]1d8+2+4+2+4[/dice] plus [dice=If Evil]2d6[/dice]

[dice=+1 adaptive holy composite longbow (GMW, RS, GH, FE)]1d20+17+4-2+2+4[/dice]
[dice=Damage (GMW, GH, FE)]1d8+2+4+2+4[/dice] plus [dice=If Evil]2d6[/dice]

[dice=+1 adaptive holy composite longbow (GMW, RS, GH, FE)]1d20+12+4-2+2+4[/dice]
[dice=Damage (GMW, GH, FE)]1d8+2+4+2+4[/dice] plus [dice=If Evil]2d6[/dice]

Ellie's Rolls - DR Only Applies Once:

[dice=+1 adaptive holy composite longbow (GMW, RS, DA)]1d20+22+4-2-4[/dice]
[dice=Damage (GMW, DA)]2d8+4+8+16[/dice] plus [dice=If Evil]2d6[/dice]

[dice=+1 adaptive holy composite longbow (GMW, RS, DA)]1d20+22+4-2-4[/dice]
[dice=Damage (GMW, DA)]1d8+2+4+8[/dice] plus [dice=If Evil]2d6[/dice]

[dice=+1 adaptive holy composite longbow (GMW, RS, DA)]1d20+17+4-2-4[/dice]
[dice=Damage (GMW, DA)]1d8+2+4+8[/dice] plus [dice=If Evil]2d6[/dice]

[dice=+1 adaptive holy composite longbow (GMW, RS, DA)]1d20+12+4-2-4[/dice]
[dice=Damage (GMW, DA)]1d8+2+4+8[/dice] plus [dice=If Evil]2d6[/dice]

Elthariel Teliandra Edasseril
Female elf ranger 15
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +20
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Defense
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AC 27, touch 18, flat-footed 22 (+9 armor, +3 deflection, +5 Dex)
hp 124 (15d10+30)
Fort +13, Ref +17, Will +14; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Ranged +1 adaptive holy composite longbow +22/+17/+12 (1d8+2/×3 plus 2d6 vs. evil)
Special Attacks combat style (archery), favored enemies (evil outsiders +6, giants +2, humans +4, undead +2), quarry
Ranger Spells Prepared (CL 14th; concentration +17)
. . 4th—bow spirit[APG]
. . 3rd—instant enemy[APG], instant enemy[APG], life bubble[APG] (DC 16)
. . 2nd—barkskin, barkskin, carry companion
. . 1st—abundant ammunition[UC], abundant ammunition[UC], gravity bow[APG], negate aroma[APG] (DC 14)
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Statistics
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Str 12, Dex 20, Con 12, Int 12, Wis 16, Cha 10
Base Atk +15; CMB +16; CMD 34
Feats Boon Companion[UW], Clustered Shots[UC], Deadly Aim, Endurance, Improved Precise Shot, Improved Share Spells[APG], Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Run, Snap Shot[UC], Weapon Focus (longbow)
Traits magical knack, warrior of old
Skills Acrobatics +3 (+7 to jump with a running start), Diplomacy +10, Handle Animal +17, Knowledge (dungeoneering) +13, Knowledge (geography) +12, Knowledge (nature) +15, Linguistics +9, Perception +20, Ride +20, Sense Motive +15, Spellcraft +15 (+17 to identify magic item properties), Stealth +20, Survival +16; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan, Thassilonian
SQ camouflage, elven magic, favored terrains (forest +2, mountainous +4, urban +4), hunter's bond (wolf named Fenrir), swift tracker, track +7, wild empathy +15, woodland stride
Combat Gear pearl of power (1st level), pearl of power (1st level), wand of abundant ammunition (50 charges), wand of cure light wounds, durable arrow (60); Other Gear celestial armor, mwk buckler, +1 adaptive holy composite longbow, arrows (60), belt of incredible dexterity +2, cape of free will +3/+4[MA], efficient quiver, handy haversack, headband of inspired wisdom +2, sihedron ring, arcane family workbook[ARG], bandolier[UE], bandolier[UE], bedroll, canteen[UE], flint and steel, masterwork backpack[APG], mwk manacles, silk rope (50 ft.), spell component pouch, winter blanket, 332 gp, 4 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Fenrir) Companion or familiar abilities are treated as if you were a higher level.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Evil Outsiders +6) (Ex) +6 to rolls vs. evil outsiders foes.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Favored Terrain (Mountain +4) (Ex) +4 to rolls when in mountainous terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Share Spells If your bonded creature is within 5' of you when you cast a spell, you can split the duration 50/50 between the two of you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +7 Add the listed bonus to Survival checks made to track.
Wild Empathy +15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Fenrir:
Fenrir
Male wolf
N Large animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 29, touch 12, flat-footed 26 (+5 armor, +3 Dex, +12 natural, -1 size)
hp 126 (12d8+72)
Fort +13, Ref +11, Will +5 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +16/+11 (1d8+12 plus trip)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 26, Dex 17, Con 20, Int 3, Wis 12, Cha 6
Base Atk +9; CMB +18 (+22 overrun); CMD 31 (37 vs. overrun, 35 vs. trip)
Feats Combat Reflexes, Eldritch Claws[APG], Greater Overrun, Improved Overrun, Power Attack, Toughness
Tricks Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Sneak, Stay, Track
Skills Acrobatics +7 (+15 to jump), Climb +12, Fly +5, Linguistics -3, Perception +6, Stealth +7, Survival +1 (+5 when tracking by scent), Swim +12; Racial Modifiers +4 Survival when tracking by scent
Languages Elven
SQ air walk, attack any target, combat riding, devotion, sneak, stay, track
Other Gear +1 mithral chain shirt, exotic riding saddle
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Greater Overrun Foes you overrun provoke AoO if they are knocked prone.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.