![]() About Eoriel StormcallerHuman Rogue(Sniper) 6 / Ranger (Trapper) 6
====DEFENSE====
====OFFENSE====
SKILLS:
Acrobatics +15 = 6 +6 +3 Climb +9 = 6 +0 +3 Craft (alchemy) +11 = 6 +2 +3 Disable Device +20 = 6 +6 +3 +3 +2 Handle Animal +9 = 6 +0 +3 K. (nature) +11 = 6 +2 +3 Perception +11 = 6 +2 +3 (+3 vs traps, +4 secret doors & traps) Sleight of Hand +17 = 6 +6 +3 +2 Stealth +22 = 6 +6 +3 +2 +5 Survival +15 = 6 +2 +3 (+3 track, +4 urban/underground) Urban Terrain: +2 to Knowledge (geography), Perception, Stealth, and Survival. Favored Enemy: vs Magical Beast +4 on Bluff, Knowledge, Perception, Sense Motive, and Survival (vs Animals +2)
FEATS:
1) Gunsmithing 2) Point Blank Shot 2R) Rapid Shot 2r) Weapon Focus (Revolver) 3) Precise Shot 3R) Endurance 4) Rapid Reload 5) Boon Companion 6) Lookout 6) Improved Precise Shot 6r) Deadly Aim MISC:
Reactionary: +2 to Initiative Deft Dodger: +1 to Reflex saves Armor Expert: -1 to ACP Favored Class (Rogue): +1/6 rogue talent (6)
RACIAL TRAITS:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait. Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled. RANGER:
Favored Enemy [Animals +2; Magical Beast +4]: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 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 or identify tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps. Combat Style Feat [Archery] (Ex): At 2nd level, a ranger must select one combat style to pursue. 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. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Endurance: A ranger gains Endurance as a bonus feat at 3rd level Favored Terrain [Urban](Ex): At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 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). Hunter's Bond (Ex): The ranger forms a close bond with an animal companion. A ranger who selects an animal companion can choose from the list on this page. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3. Trap (Ex): At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her ranger level + her Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once. This ability replaces the ranger’s spells class feature. Trappers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items
ROGUE:
Sneak Attack (Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talents (Ex):As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Deadly Range (Ex): At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This ability replaces trap sense. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
ANIMAL COMPANION:
Axe Beak
====DEFENSE====
====OFFENSE====
Special Attacks
Feats
Skills
Urban Terrain: +2 to Knowledge (geography), Perception, Stealth, and Survival. Favored Enemy: vs Magical Beast +4 on Bluff, Knowledge, Perception, Sense Motive, and Survival (vs Animals +2) Special Qualities
Share Spells (Ex)
Evasion (Ex)
Devotion
EQUIPMENT:
+1 Thundering Revolver (2150+8000) [crafted] +2 Mithril Breastplate (8200) +1 Buckler (1155) Belt of Dexterity +2 (4000) Ring of Protection +1 (2000) Cloak of Elvenkind (2500) MW Thieve's tools (100) 50' Silk Rope (10) Gunsmith's Kit (15) Ammunition (2000.4) [crafted] *156 regular bullets *36 silver bullets *18 adamantine bullets Gold 3870 BACKSTORY:
Eoriel the Elf was born and raised in the magical land of Nex. His parents were both hunters and they made a decent living capturing the exotic animals that wander in from the Mana Wastes. They would also lead expeditions for rich would-be trophy hunters to do the same. Growing up, Eoriel learned to weild the bow with surprising accuracy. His aim soon rivaled that of his mother, and his skill at handling beasts was almost as good as that of his father. One fateful hunting trip would change his life forever.
They attempted to venture a ways into the wastes to capture a specimen from a tribe of peculiarly intelligent axe beaks. The birds, however, set their own ambush and attacked them in a magic-dead area. Eoriel was the first to fall as the malevolent avians descended upon their hunting party in a frenzy of feathers, beaks, and claws. His father's spells were no use, and his mother, their client, and his bodyguard soon lay dead as well. Eoriel knew nothing of this, did not see his father rushing from body to body, desparate for some survivor. He did not see the tremendous pain it caused his father to make the desperate decision to drag Eoriel's corpse away and leave the other bodies for the birds. He awoke in a green cocoon the next day, nauseous and disoriented. Fighting his way free from the kelp's caress, he broke the surface of the cauldron and lay gasping on the ground. His father slept nearby, numerous wounds still raw and bloody. Eoriel took several hours to move again, and he recieved another brutal shock when he went to drink from the cauldron he had crawled out from earlier - he wore the face of a familiar stranger. His features were coarse and gritty, nothing like his graceful form. He was Human. Still too weak to move much, he could only lay there through the night as his father's infected wounds bred into a burning fever. Cursing his weakness, he watched as the sickness grew worse with every breath. The storm that broke the following dawn did nothing to improve the situation either, as it drowned the world in chilling rain and bitter lightning. When the storm had finally passed, Eoriel had grown strong enough to drag himself beside his father. From the storm or the sickness, Eoriel could not tell, but his father had perished in the icy drenching. Eoriel buried his father in the cauldron and set out into the Wastes, seeking vengeance. He make it to Alkenstar and learned to use a more powerful weapon than the bow he used before. Armed and angry, he sought the small axebeak tribe out and spent months hunting them, slaying them to the last. At the last nest, he stayed his hand and took the egg there instead. Raising the chick, he has made peace with what happened to his family. Now, he hunts dangerous beasts to keep what happened to him from happening to other families.
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