Seltyiel

Erevan Stormstride's page

438 posts. Organized Play character for PatheticWretch.


Full Name

Erevan Stormstride

Race

Half-elf

Classes/Levels

Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Age

25

Occupation

Caravan

Strength 10
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Erevan Stormstride

Erevan Stormstride
Male Half-elf Fighter 3 (Swordlord) / Monk 1 (Hungry Ghost Monk/Sensei)
LN Medium Humanoid (Elf, Human)
Init +4; Senses Low-light vision; Perception +10
Languages Common, Elven, Draconic
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DEFENSE
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AC 21, touch 17, flat-footed 16
    (+4 Dex, +4 mage armor, +2 monk, +1 dodge)
hp 39 (3d10, 1d8, +8 Con, +4 favored class)
Fort +7, Ref +7, Will +5 (+7 vs. enchantment spells and effects, +6 vs. fear)
Defensive Abilities Elven Immunities, Defensive Parry
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OFFENSE
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Speed 30 ft. (6 squares)
Melee 'Riposte' +1 dueling sword (adamantine) +9 (1d8+1/19-20)
Melee Unarmed Strike +7 (1d6/x2)
Ranged MW Longbow +8 (1d8/x3)
Base Atk +3; CMB +3 (+5 with dueling sword); CMD 17 (18 with dueling sword)
Special Attacks Punishing Kick (DC 14 Fort, 1/day)
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STATISTICS
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Abilities STR 10, DEX 19, CON 14, INT 12, WIS 14, CHA 8
Feats Exotic Weapon Proficiency (Dueling Sword), Weapon Focus (Dueling Sword), Weapon Finesse, Dodge, Improved Unarmed Strike, Punishing Kick, Crane Style, Dazzling Display
Traits Swordlord's Page, Threatening Defender
Skills Acrobatics +10, Appraise +1, Climb +4, Diplomacy -1, Escape Artist +4, Fly +4, Heal +2, Intimidate +6, Knowledge (Nobility) +4, Perception +10, Ride +4, Sense Motive +7, Stealth +4, Survival +2, Swim +0
SQ
Combat Gear wand of mage armor [47/50], wand of cure light wounds [42/50], potion of gaseous form, potion of cure light wounds, oil of magic weapon, acid flask (x3) Other Gear 'Riposte' +1 dueling sword (adamantine), sleeves of many garments, ioun torch, MW dueling sword (cold iron), MW longbow, arrows (durable)(x20), club, dagger (cold iron), javelins (x3), MW backpack, bandolier, bedroll, rope (silk/50'), rations (trail/per day) (x3), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, tindertwigs (x2), smokestick, oil (flask)(x3), torches (x4), smoked goggles, earplugs, MW perception tool, caravan (intimidate for day job), 3,291 gp

SPECIAL ABILITIES:

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Advice (Ex): A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Defensive Parry (Ex): At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
This ability replaces armor training 1 and 4.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex): Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
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.
Punishing Kick: At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. This ability replaces stunning fist.
Swordlord's Page: You have trained under the Aldori swordlords, and though not yet a swordlord yourself, you have learned how to strike hard with your weapon. You gain a +1 attack bonus to confirm critical hits when using an edged weapon you are proficient with.
Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

BACKGROUND:

A tall, lean half-elf listens intently. He wears his platinum blonde hair long, and it loosely frames his face. His hand, which bears a rough brand, rests on his sword's pommel.

He wears no armor, symbol of deity, or implements of magic-use. Instead, he is dressed in the fine, flashy garb of a noble. Aside from a pack resting nearby, his only possession seems to be an elegantly-crafted adamantine blade. This sword appears to be a bit over three feet long and very slightly curved. It is not the blade of a brute, but of a duelist. The half-elf's long limbs and agile build seem well-suited to be a swordsman.

When he speaks, it is with a tone full of hubris.

"I am Erevan Stormstride," he says, almost as if it is a boast. "With my considerable skill with my blade, we will not fail."

Erevan Stormstride was left to die when he was born, but by some twist of circumstance he survived. In his early life, he was a victim—easy prey for those stronger or cleverer than himself. They beat him when they could, using him for their sport. This abuse nursed a powerful flame of vengeance. Later enslaved as an adolescent, Erevan learned the art of the Aldori Swordlords, and also to fight and kill because his master made him, and if he had not learned, he would be dead. Killing was a way of life—a means of survival. At first he did it because he had to, but that soon changed when he heard the chorus of the crowd.

Erevan later earned his freedom through skill of arms, and became close with the former slaver he was bound to serve. Though this person held power over him, she held Erevan closer than a subject or servant. As a result, Erevan is used to dealing with and being close to power, and his name is known among the ranks of the privileged.

No longer content to be an underling, Erevan seeks to make a name for himself.

Erevan is prickly and impulsive, but also courageous, disorganized, and a joker. He is a swordsman practiced in the art of dueling, who has been taught in the ways of the Aldori school of sword fighting established by Baron Aldori. This his style is perfect for duels or flashy combat, it can also be used for practical fighting as well. Erevan is prideful and determined to be the best, leading him to challenge himself at every opportunity.

PFS:

Boons and Vanities:
Echos of the Dead: Your chilling experiences in the House of Pentheru have hardened your resolve and strengthened your fortitude against the effects of haunts and the troubling visions they bring. When you fail a Fortitude or Will saving throw against a haunt, you can use this boon to gain a +2 competence bonus on the save retroactively. If the bonus is enough to turn the failure into a success, the save succeeds.
Alkenstar Prototype (Sovereign Court Faction): Your contacts in Alkenstar have invited you to test an experimental firearm. You may cross this boon off your Chronicle sheet at the beginning of a scenario to gain a musket or pistol and 10 paper cartridges. You must relinquish this firearm (or whatever fragments of it remain, if destroyed) and any leftover ammunition at the end of the scenario. This firearm is modified by one of the following effects of your choice.
Increased Stopping Power: The firearm deals damage as though it were one size category larger.
Intuitive: You may use this weapon as though you were proficient in its use.
Rifling: The range increment of this firearm increases by 50%.
Ragdya's Blessing: Due to the respect you showed to the Vudran god Ragdya's sacred animal, you have received that deity's blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall so long as you remain adjacent to a wall or other solid surface.
The Court Grows (Baron Bomande Rudyahm or Count Falroun Matsanda; Sovereign Court Faction): You have impressed an influential aristocrat from Alkenstar and taken an important step in recruiting him into the Sovereign Court. You have received a praise-laden letter of reference from your contact, and if you show this letter to an aristocrat native to the Inner Sea region, you gain a +2 bonus on any Diplomacy check made to influence him or her. You may also check the box included with this boon to use the letter in requisitioning a valuable tool while in Alkensta; acquire any one item worth 150 gp or less (400 gp or less if you earned this boon in Subtier 4-5) for free. This item is a gift and has no resale value. The letter of refrence provides no further benefits once you have checked the box, but the boon may grant other benefits in future adventures.
Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.
Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).
Infiltrator: Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.
Sun Orchid Sleuth: You recovered valuable paperwork describing Prince Zinlo's dealings with the Aspis Consortium. In thanks for your efforts, Lady Gloriana Morilla teaches you techniques for convincing others to part with their secrets. You may check one of the boxes that precedes this boon to gain a +2 bonus on a Charisma-based skill check when attempting to convince another person to reveal sensitive information. While adventuring in Thuvia, you may use this boon once per scenario without crossing off one of the check boxes.

PFS# 132,076-18
XP 11
Prestige/Fame 9/19
Faction Sovereign Court
-Faction Card [1 goal, complete a mission (by completing tied directly to enhancing or preserving the reputation of the Pathfinder Society)]
Scenarios Completed
*The Half-Dead City [3 XP, 4 PP, 1536 gp, 5 day job]
-Bought wand of cure light wounds [-2 PP], MW dueling sword (cold iron) [-320 gp], oil of magic weapon [-50 gp], potion of cure light wounds [-50 gp], MW perception tool [-50 gp]
*The Segang Expedition [1 XP, 2 PP, 509 gp]
-Bought wand of mage armor [-2 PP], ioun torch [free from boon]
*Black Waters [1 XP, 2 PP, 550 gp]
*Phantom Phenomenon (1-time application to lvl 2 character) [1 XP, 2 PP, 500 gp]
*Murder on the Silken Caravan [1 XP, 2 PP, 454 gp]
-Bought caravan [-5 PP], potion of gaseous form [-2 PP]
*The Dalsine Affair [1 XP, 2 PP, 1250 gp, 10 day job]
*Rise of the Goblin Guild [1 XP, 2 PP, 1212 gp, 25 day job]
-Bought +1 dueling sword (adamantine) [-5020 gp], MW longbbow [-400 gp], 20 durable arrows [-20 gp]
*The Sun Orchid Scheme [1 XP, 2 PP, 1887 gp, 50 day job]
*The Paths We Choose [1 XP, 1 PP, 1280 gp, 50 day job]

Level Progression:

Level 1:
Class Taken: Fighter
Class Feature Gained: bonus feat
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (3): intimidate (1), knowledge (nobility)(1), perception (1)
Feats: exotic weapon proficiency (dueling sword), weapon focus (dueling sword), weapon finesse

Level 2:
Class Taken: Monk
Class Feature Gained: Bonus feat, flurry of blows, stunning fist, unarmed strike
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (5): acrobatics (2), climb (1), intimidate (1), sense motive (1)
Feats: Dodge, Improved Unarmed Strike

Level 3:
Class Taken: Fighter
Class Feature Gained: bonus feat, bravery +1
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (3): acrobatics (1), intimidate (1), knowledge (nobility)(1)
Feats: crane style, dazzling display

Level 4:
Class Taken: Fighter
Class Feature Gained: Bonus feat, bravery +1
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (3): intimidate (1), knowledge (nobility)(1), sense motive (1)
Ability Score Increase: Dex

Dice:

[dice=+1 Dueling Sword (adamantine)]1d20+9;1d8+1[/dice]

[dice=+1 Dueling Sword (adamantine) (fighting defensively, crane style, defensive parry)]1d20+9-2;1d8+1[/dice] [ooc](+5 dodge bonus to AC; AC is 26 through next turn)[/ooc

Punishing Kick: DC of 10 + 1/2 your character level + your Wisdom, 1 for every four levels.