Cale the Calistrian

Erevale Greenleaf's page

41 posts. Alias of Avianfoo.


About Erevale Greenleaf

Erevale Greenleaf

Appearance:
Like most elves Ereval is stylishly dressed has elegant pointed ears, and a vibrant violet eyes with no whites around their edges. Fair and whispy hair hangs to his shoulders, kept swept back by his 8" ears. Most often seen with satchel on one hip and quiver on the other and a bow slung over his shoulder. He always has a slightly mischivous grin, a knowing twinkle in the eye and his wayfinder is never far from hand.

Elf Ranger(Guide) 2
CG Medium Elf
Init +3; Senses low-light vision; Perception +8

Defense
AC 17, touch 13, flat-footed 14.
hp 18
Fort +3, Ref +6, Will +1
Elven Immunities: Immunity to sleep, +2 racial saving throw bonus against enchantment spells and effects.

Offense
Speed 30ft
Melee longsword +3 (1d8+1)
Ranged mst comp. longbow (Str+1) +6 (1d8+1) point blank:+7 (1d8+2)
Ranger's Focus 1/day, swift +2 atk,dmg single target.

Statistics
Str 12, Dex 17, Con 10, Int 17, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Point Blank Shot, Precise Shot
Skills Climb +6, Heal +6, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (nature) +8, Perception +8, Spellcraft +8, Stealth +8, Survival +6; Racial Modifiers +2 Perception
Languages: Common, Elven, Draconic, Gnoll, Sylvan
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Traits Magical Knack: (Wizard), Seeking Adventure.
Track (Ex) 1/2 ranger lvl (+1) to Survival to follow tracks.
Wild empathy (Ex)

Equipment:

mst composite longbow +1 Str
mst chain shirt +4 -1apc 20%
longsword
satchel (backpack)
wizard book
spell components
wayfinder (-500 gp)
pouch, belt
dagger x2
cure light wounds potion x3
arrows (20) x2
arrows, blunt (20) [APG]
sewing needle
waterskin
14gp
7sp

On donkey:
saddle, pack
arrows (20)
arrows, blunt (20)
rope, hemp
sewing needle
ink
ink pen
flint and steel
grappling hook
feed x7
rations x7
case, scroll
tent, small
waterskin

Background:

Erevale's early days were spent learning sword and bow in Greengold in Kyonin. While he easily made friends, he also did not mind his own company. His strong need to explore, which was exasperated by the stories of exotic lands from the merchants that came to sell their wares in Greengold, led him on wander across most of Kyonin (twice) at an early age. While not strongly religious or a believer in the Brightness, he believes that uncovering the mysteries beyond the next horizon is his one and true goal. And to this end one group in particular demanded Erevale's attention: the Pathfinders.

Before fully reaching adulthood, he left Kyonin to seek the Grand Lodge of the Pathfinder Society in Absalom. Before he could get halfway, he got hopelessly lost and was found by a ranger whom would become his mentor. A gruff but fair teacher, Rolf taught him all he knows about the wilds and set him back on the right path quite literally.

Erevale made it to the Grand Lodge in Absalom to start his dream following the three basic tenants of the strange society: Explore, report and aid fellow Pathfinders in the first two. In Absalom he met an attractive mystic who sensed his innate magic. After many sessions with her (or him?), he decided to explore the arcane though his studies have not yet born fruit.

Now at the age of 131, he finds himself in Katapesh and after a quick stopover at the Pathfinder lodge in Twilight Gate he is ready for his adventure to begin with his first task: Kelmarane. Though he fears he has had a late start.

Reminder:

Traits
Magical Knack: You were raised, either wholly or in part,
by a magical creature, either after it found you abandoned
in the woods or because your parents often left you in the
care of a magical minion. This constant exposure to magic
has made its mysteries easy for you to understand, even
when you turn your mind to other devotions and tasks. Pick
a class when you gain this trait—your caster level in that
class gains a +2 trait bonus as long as this bonus doesn’t
raise your caster level above your current Hit Dice.

Seeking Adventure: You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture-captain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action. Further details on the Pathfinder Society and wayfinders may be found in the Pathfinder Chronicles Campaign Setting (pages 194–195) or Seekers of Secrets.

Teleportation School
Associated School: Conjuration.
Replacement Power: The following school power replaces the acid dart power of the conjuration school.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (6/day)

Potential Progression:

Potential Progression:
Elf Ranger(Guide), Wizard(Teleportation School(Conj, oppo Necr,Ench)), Arcane Archer
Skills: Rgr (6+Int) Wiz (2+Int) AA (4+Int)
Fav class: Rgr
01)01 Rgr - <Point Blank Shot>, Ranger's Focus 1/day +2, Track, Wild empathy
02)02 Rgr - combat style feat: <Precise Shot>*
03)02 Wiz - <Rapid Shot>(CL3), Arcane bond(bow), arcane school(Conj oppo Ench,Necr), cantrips, Scribe Scroll
04)03 Rgr - +1 dex, Endurance*, favoured terrain (Underground)
05)04 Rgr - <Deadly Aim>, Ranger's Focus 2/day, Terrain Bond (entire party: +2 init, Perception, Stealth, Survival, no trail) [Ranger spell lvl1]
06)05 Rgr - Ranger's Focus +4
07)06 Rgr - <Weapon Focus (longbow)>, combat style feat: <Point Blank Master (longbow)>*
08)07 AA - +1 dex, enhance arrows (+1 magic)
09)08 AA - imbue arrow <Many Shot> (Deadly Aim -3,+6) (CL4)
10)09 AA - enhance arrows (flaming,frost or shock)(CL5, 2nd lvl spells)
11)10 AA - seeker arrow 1/day, <Focused Shot> (CL6)
12)11 AA - +1 dex, enhance arrows (distance)
13)12 AA - seeker arrow 2/day, phase arrow 1/day, <Improved Precise Shot> (Deadly Aim -4,+8) (CL7, 3rd lvl spells)
14)13 AA - enhance arrow(flaming, icy or shocking burst) (CL8)
15)14 AA - seeker arrow 3/day, phase arrow 2/day, hail of arrows, <?> (CL9, 4th lvl spells)
16)15 AA - +1 dex, enchance arrows (anarchic,axiomatic,holy or unholy)
17)16 AA - seeker arrow 4/day, phase arrow 3/day, Arrow of Death, <Pinpoint Targeting> (CL10) (Deadly Aim -5,+10)
18)17 EK - diverse training, bonus feat:<Arcane Strike>*
19)18 EK - <?> (CL11, 5th lvl spells)
20)19 EK - +1 dex (CL12)