Elf

Ereviss Ladyhunter's page

403 posts. Alias of Chainmail.


Full Name

Ereviss Cierdel

Race

Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

About Ereviss Ladyhunter

About Ereviss Cierdel

Ereviss Cierdel:

Male elf bard (detective*) 4
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +11

AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 34 (4d8+8) Rolls [8,7,5,6]
Fort +2, Ref +7, Will +4; +2 vs. enchantments

Spd 30 ft.
Melee mwork rapier (sword cane) +7 (1d6/18–20), +1 mithral dagger +7 (1d4/19–20), +7 sword cane (1d6)
Ranged shortbow +6 (1d6/x3)
Special Attacks bardic performance 7 rounds/day (countersong,
distraction, fascinate, careful teamwork* +1)
Bard Spells Known (CL 3rd; concentration +6)
2nd (2/day) - gallant inspiration, glitterdust
1st (4/day)—animate rope, disguise self, cure light wounds, detect evil/law/good/chaos
0 (at will)—detect magic, ghost sound (DC 13), mage hand,
prestidigitation

stats/feats/skills:
Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Weapon Finesse, Point Blank Shot
Traits Inspired By Greatness**, Rich Parents*
Skills Bluff +7 (1 rank, +3Cha, +3CS)
Diplomacy +10 (+12 on gather information checks) (4ranks, +3Cha, +3CS, +2 EfD gather info only)
Disable Device +12 (4 ranks, +3 Dex, +3CS, +2mwork)
Use Magic Device +7 (1rank, +3Cha, +3CS)
Knowledge(Arcane) +10(3rank, +2Int, +3CS, +2bard)
Knowledge(dungeoneering) +8(1rank, +2Int, +3CS, +2bard)
Knowledge(engineering) +4 (0rands, +2int, +3CS, +2bard)
Knowledge (history) +7(2rank, +2Int, +3CS, +2bard)
Knowledge (local) +8 (+10 gather info) (1ranks, +2Int, +3CS, +2bard, +2EfD gather info only)
Knowledge(nature) +8(1rank, +2Int, +3CS, +2bard)
Knowledge (nobility) +8(1rank, +2Int, +3CS, +2bard)
Knowledge (planes) +8(1rank, +2Int, +3CS, +2bard)
Knowledge(religion) +8(1rank, +2Int, +3CS, +2bard)
Perception +11(4ranks, +0Wis, +3CS, +2 race, +2EfD)
Perform (oratory) +7(1ranks, +3Cha, +3CS)
Sense Motive +5(1 rank, +0Wis, +3CS, +2EfD)
Spellcraft +9 (+11 to identify magic item properties)(3ranks, +3Int, +3CS)
Stealth +8 (2 ranks, +3 Dex, +3CS)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item
properties

Languages Aklo, Common, Elven, Varisian
SQ arcane investigation, elven magic, eye for detail* +1, weapon
familiarity
Gear:
wand of cure light wounds (31 charges remaining);
Wand of lesser restoration - 12 charges remaining
bronze spirit planchette
+1 mithral dagger
Mwork thieves tools
Other Gear mithral chain shirt, buckler, rapier, dagger, shortbow
with 20 arrows, sword cane, backpack, bedroll, courtier’s outfit,
ink (1 vial), inkpen, parchment (5 sheets), scroll case, spell
component pouch, tindertwigs (3), trail rations (5 days), traveler’s
outfit, waterskin, whetstone
Set of five potions with the yellow lables are Potions of Cure Light Wounds.
Two potions with blue/white lables (Potions of Lesser Restoration)
Set of ten arrows are enchanted to +1.
Set of 2 white arrows are made of ghostwood, and are +1 Ghost Touch arrows.
1 Haunt Siphons.

Haunt Siphon:

Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.
_____Description
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.
_____To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt.
_If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.
_A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
_____Construction
Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp

Spirit Planchette:

Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette),
10,000 gp (cold iron planchette), 18,000 gp
(silver planchette); Weight 5 lbs.
Description
_____A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.
_____To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character
who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out).
_____A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).
Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette
is used, the user must succeed on a Will save to avoid being temporarily
possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a –2 penalty. The DC of this save depends on the
type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do
not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.
Spirit Planchettes
Planchette Questions Will save Confusion True
Type per Use DC Duration Answer Lie
Brass 1 11 1 round 01–60 61–100
Cold Iron 3 15 2 rounds 01–75 76–100
Silver 5 19 3 rounds 01–90 91–100
Construction
Requirements Craft Wondrous Item, contact other plane, speak
with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp
(cold iron spirit planchette), 9,000 gp (silver spirit planchette)

Special Abilities:

Arcane Investigation* (Sp) Ereviss adds the following spells to
his class spell list: 1st—detect chaos/evil/good/law; 2nd—zone of
truth; 3rd—arcane eye, speak with dead, speak with plants; 4th—
discern lies; 5th—prying eyes, stone tell; 6th—discern location, find
the path, greater prying eyes, moment of prescience. He may add
one of these spells or any divination spell on the bard spell list to
his list of spells known at 2nd level and every 4 levels thereafter.
This ability replaces versatile performance.

Careful Teamwork* (Su) Ereviss can use his bardic performance
to keep his allies coordinated, alert, and ready for action. All allies
within 30 feet gain a +2 bonus on Initiative checks, Perception,
and Disable Device checks for 1 hour. They also gain a +2 insight
bonus to Reflex saves and to AC against traps when they are
flat-footed. Using this ability requires 3 rounds of continuous
performance and the targets must be able to see and hear him
throughout the performance. This ability is language-dependent
and requires visual and audible components. This performance
replaces inspire courage.

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 Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Eye For Detail* (Ex) As a detective, Ereviss gains a bonus equal to
half his level on Knowledge (local), Perception, and Sense Motive
checks, as well as Diplomacy checks to gather information (+1
minimum). This ability replaces bardic knowledge.

Arcane Insight (Ex)
At 2nd level, a detective can find and disable magical traps, like a rogue’s trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as misdirection, and nondetection).
This ability replaces well-versed.

Inspired By Greatness** (Sp) Ereviss knew the Professor as
a colleague and friendly competitor, inspired by his career of
discovery to hone his own craft and reach his full potential. In
time, he mastered the use of the disguise self spell, often using it to
infiltrate scholarly functions in order to trick others into sharing
information and secrets they would otherwise have denied him. As
a result, he now casts disguise self at +1 caster level.

Rich Parents* (Ex) The son of a minor elven noble, Ereviss
secured a sizeable fortune before leaving home and turning to a
life of adventure, enjoying a one-time benefit to his initial finances
of 900 gp.

Background:

“You don’t know the first thing about
this painting, do you, my clueless friend?
Well, at the risk of ruining an evening
of dancing all night with this lovely lady
on my arm, allow me to enlighten you as
to the true depiction of Orveau’s ‘Battle
in the Steps of Saint Lym’rin’ and the
many who gave their lives there holding
back the forces of darkness summoned
by none other than the lich-king, at the
very height of his power.”
- Ereviss Cierdel

Background:
Ereviss Cierdel (AYR-uh-viss SEER-dayl) spent the
first hundred years of his long elven lifespan languishing in the
elvish homeland. Bored with the countless courtly functions his
father forced him to attend, he longed to move beyond the borders
of his homeland and retrace the steps of his more adventurous
ancestors. To this end, he devoted himself to the study of
ancient histories involving his kindred, curiously drawn to their
participation in the crusade against the lich-king. Using the excuse
of “finding his Brightness,” he eventually convinced his father to
finance a private, multi-year journey to the Immortal Prinicpality
so he could look upon the lands where his forefathers fought.

Fifty years later, he has yet to return, for Ereviss discovered a
number of kindred spirits in the scholars and academics in the local
universities. He enrolled in many of them, journeying from one
county to another, sampling the youthful exuberance of his fellow
students and establishing decades-long relationships with many
of his instructors. Eventually, he crossed paths with the Professor,
a man as interested in discovery and adventure as anyone he’d
ever met. They struck up a fast friendship, even as they sometimes
competed against one another to attain the greatest personal
achievements in rediscovering the past.

While the Professor’s early successes far surpassed Ereviss, the
young elf knew he had the balance of time on his side, content to
give the old man a headstart before eventually overtaking him. In
the meantime, Ereviss continued his sophomoric lifestyle among
the academic elite. But the recent death of the Professor has shaken
him to the core. Setting aside his hedonistic, carefree lifestyle, he’s
focused his life in a new direction now. Instead of relishing the
opportunity to eclipse his former rival, he’s now matured enough
to apply himself to continuing the Professor’s work, determined to
pick up his legacy and honor his life.[/spoilr]

[spoiler=Physical Description/Personality] Ereviss measures just over 6-feet tall
and weighs 130 pounds. His long blonde hair and attractive
countenance often turns heads among the ladies, a fact he
capitalizes on as often as possible. Immaculately dressed and
always in style, he cuts a striking figure in any room, relishing the
spotlight, both as an orator and a conversationalist. He usually
keeps a rapier strapped to his side when adventuring, but replaces
that with a slim dagger in his boot at social functions. He also
carries a surprise sword cane if situations truly get out of hand.

Personality: Ereviss views himself as a genius in his own mind,
but more importantly, an applied genius in how he processes and
uses information to win friends and influence people. Indeed,
his affable demeanor seemingly opens every door and gains the
trust of everyone with whom he interacts. And, even in those rare
circumstances where natural charm and wit fail him, he establishes
a second chance by adopting an entirely new persona through
the use of magical disguises, filing away which roles proved more
receptive so he can use them again and again. Curious, confident,
and even arrogant at times, Ereviss backs up the annoying habit
of his wild guesses and assertions always being right with goodnatured
camaraderie among his friends.

Roleplaying Ideas
• Ereviss can never resist a good mystery, always drawn to
solving it, even if only for his own self-satisfaction.
• Periodically, Ereviss receives missives from his father,
inquiring into his health and his progress with “finding his
Brightness.” He then spends many hours fretting over the
right reply to convince his father to prolong his sabbatical
rather than return him to his courtly duties.
• Ereviss has an eye for the ladies, easily drawn in by the fairer
sex, even when it involves women he shouldn’t trust.
• Ereviss has a particular distaste for those who live a life of ease
without ever tasting the adrenaline rush of adventure. He
enjoys playing their little games and exposing the depth
of their self-delusion by citing the very real experiences
of truly legendary adventurers, hoping to one day count
himself among such worthy luminaries.