Vine Wrangler Elf

Enril's page

17 posts. Alias of Rafael Bronzatti.


Full Name

Enril

Race

Half-elf

Classes/Levels

Cleric 2 Bard 1/ HP:16/16 AC:19 T:11 F:18 / Fort:+2 Ref:+3 Will:+8/ CMD:11

Gender

Male

Size

Medium

Alignment

CG

Deity

Shelyn

Location

Varisia

Languages

Common, Elven, Celestial, Skald.

Occupation

Cleric, bard, and sometimes teacher.

Strength 10
Dexterity 13
Constitution 8
Intelligence 14
Wisdom 17
Charisma 15

About Enril

Stats:

Male Half-elf Cleric (Shelyn) 2 Bard 1
HP: 16 (3d8 + 3 -3)
Initiative +4, Senses: Perception +9(Keen Senses)
STR:10(0), DEX:13(1) CON:8(-1) INT:14(2) CHA:15(2) WIS:17(3)
BAB:+0 CMB:+0 CMD: 11
Speed: 30

Defense:

AC:19 (+1Dex, +6Armor +2 Shield) Touch: 11, Flat footed: 18
Fort:+2 Reflex:+3 Will:+8 (+1 - Protection Domain)

Offense:

Melee Glaive +1 (1d10, 20/x3 - Reach)
Ranged Longbow +2 (1d8, 19-20/x3)

Skills:

Acrobatics 6, Appraise 6, Craft (Int), Diplomacy 6, Disguise 6, Heal 7,Knowledge (arcana) 6, Knowledge (geography) 6, Knowledge (history) 6, Knowledge (religion) 6, Linguistics 6, Perception 7, Perform (Lute) 10,Perform (Sing) 9, Sense Motive 8, Sleight of Hand 6, Spellcraft 6, Stealth 6, Use Magic Device 6,

Feats:

Selective Channeling.
Extra Channel.

Race Traits:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Aptability:Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
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.

Cleric Abilities:

Orisons
Aura
Channel Energy/7Day:Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Spontaneous Casting:A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Domains:Protection domain, Love (Subdomain of Charm).

Protection Domain:
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp)(6/day): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Love Domain:

Adoration (Su)(6/day): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Domain Spells: 1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility, 9th—dominate monster.

Spells per Day (Cleric):

Level (0):4
Level (1):2+1(Domain)

Spells Prepared (Cleric):

Level (0): Create Water, Light, Guidance, Enhanced Diplomacy, Resistance.
Level (1):Bless, Magic Weapon, Sanctuary.

Bard Abilities:

Bardic Knowledge:A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance(6/6 rounds/day):A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Cantrips

Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.


Spells per Day (Bard):

Level (0): No limit
Level (1): 2

Bard Spells:

Level (0): Detect Magic, Summon instrument, Lullaby, Know Direction.
Level (1): Cure Light Wounds,Share Language.

Traits:

Intense Artist: (Shelyn)Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Childhood Crush:Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active.

Gear:

Chainmail (+6 AC -4 Skills checks with STR and DEX)
Heavy Steel Shield (+2 AC -2 Skills checks with STR and DEX)
Belt pouch:
Paladin kit:This includes a backpack, a bedroll, a belt pouch, a flint and
steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a
old holy book, a small wooden icon, torches (10), trail rations (5 days),
and a waterskin.
Masterwork lute. (+2 Circunstamce check when using this instrument)
667GP.

Backgorund:
Elrin memories of childhood are hazy mess caused by the passage of time and a desire to not remember, still some times he thinks of his drunk father talking in his dreams, more like nightmares in truth, he vaguely remember the words something about a broken oath, death, and escape, once Elrin ventured to ask about her, it was the first and the last time his father gave him a beating, the man would die soon, knifed and drunk in the street. Alone Elrin grew in the streets of Magnimar the only way street orphans can: Stealing.

Not much time after he began this new life he was "recruited" by some gang he stole things of greater value and they gave him money, Elrin had a way with words and he could be smart, because of this after some time he received the rather privileged role of seeking prey, of making distractions. Now one day he saw a traveling bard chose for lodgings a Inn of ill repute, He sent one of his campanions to warn the gang leader and kept to watch. Elrin cursed that decision later when the time came to rob the man. The man's music kept playing over and over in Elrin's head. He had never heard something so beautiful. It made Elrin weep, for the first time since his fathers death he wept, not caring about who might see and think him weak, without worrying about what he would eat in the next day, no he simply wept and after he even managed a half-smile.

Thus that night Elrin was easily distracted, uneasy, with his head in the clouds, untill it was time. Because no matter what sang in his head, he needed to survive, and survival was focusing on the job, so that night the Innkeeper looked the other way when Elrin headed for the bards room, it was and old agreement he took half of the treasure found in the target and he allowed the "boys to work in peace", Elrin unlocked the door and entered the room silently, he looked once at the man and took his belongings and as silently as he entered Elrin left.

But once in the streets he could not simply return to his boss, something kept him locked there, it was the man's flute and the song in his head, unsure of what he was doing Elrin drew the lute from its case and tried paying a few notes, they of course were nothing of beauty but that only drew him on and he kept trying, forgetting he was standing in acold dirty street, forgetting the lute was stolen and its owner was close by. He kept playing and he made something, it was not really a song, more of a simple variation of notes but it had a fixed tempo, and to Elrin it was fun, the first time in his life that he had fun.

The sound of clapping interrupted him, he turned and saw to his dismal the bard standing behind him. But before Elrin could react the man grabbed him and said:"Interrupting a performance is quite rude. But stealing is also, thus I hope you forgive me. Because I certainly forgive you. Now tell me was it fun?" Elrin nodded he, he didn't know what that mans was thinking at all, so it seemed like the better response. "Well child you have two options now. You can give me back everything and run towards your hideout. Or you can give me back everything except the lute and come with me." Since the man didn't seen angry Elrin ventured a question though because of his baffled state of mind it was not the best question: "What?" Hearing that the man laughed and answered: "Well boy besides being a traveling minstrel, that is the same as traveling bard in case you don't kno, I am cleric of Shelyn and among other things my goddess theaches forgiviness and for us to protect beauty, and there was beauty in that song just now boy, not the beauty of a master minstrel or a master artist of any kind, but a beauty nonethless. And if you wish I give you the chance to learn how to play that instrument you're holding." Learn to play, this man would teach him, Elrin was more than tempted, but he had not survived in the streets by open with his trust, yet there was something about the man, perhaps it was the song the man had played, perhaps it was his posture, his eyes but in his heart Elrin believed in him. Thus he answered:"If you can teach me how to play I go with you, I serve you, work for you, but teach me to play like you play"

And the man taught for years Elrin was the apprentice bard, learning how to play the lute, how to sing alongside it., and he also learned to worship Shelyn during this time till finally the man said:"It is time you stopped following me whenever. Go learn things by yourself Elrin, do good, see both beauty and ugliness, or you never create anything as beautigull as what you seek." And so Elrin left to travel alone. It was during this time he met Shalelu for the first time, with whom he immediatelly became infatued with. He did endeavor to strike conversations with her and he managed some sucess even though his tongue failed him like never before. But he did strike if not a true friendiship something along that way. When Elrin heard about whatthe dark things that happened in Sandpoint he went to town both worried about Shalelu, and thinking the people there were in need of happiness and he knew no better happiness than that of a song. After going to Sandpoint Elrin nearly never left to travel again, doing so only when Shalelu disappeared from near town. Most of his time passed playing in the common room of the Rusty Dragon for food and lodgings. His free time being used in healing some of the hurt in sandpoint and teaching children both art and languages and math. And of course trying to figure the mysterious Shalelu. Elrin was travelling when the party set out from Sandpoint and would definitely join their caravan if he met them in either at Galduria or Wolfs Ear or even in the road.