Fighter

Erodel Voralius's page

525 posts. Alias of Talomyr.


Full Name

Erodel Voralius

Race

Human (Chelaxian)

Classes/Levels

Urban Ranger 5 | HP 23/52 | AC 18 T 13 FF 15 | Fort +7 Ref +8 Will+4 | Initiative +3 | Perception +12 (+14 Trapfinding) | Conditions: None

Gender

Male

Size

Medium

Age

24

Alignment

Chaotic Neutral (Good tendencies)

Location

Kintargo

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Erodel Voralius

Erodel Voralius
Urban Ranger 5
CN Medium humanoid (Human, Chelaxian)
Init +3; Perception +12

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Defense
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AC 18, touch 13, flat-footed 15
HP 52 (5d10 + 10 Con Mod + 5 Favored Class + 5 Toughness)
Fort +7, Ref +8, Will +4

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Offense
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Speed 30 ft.

Melee +1 Silversheen Falchion +10 (2d4 + 5; 18-20/x2; Slashing)
Melee Dagger +8 (1d4 + 3; 19-20/x2; Slashing/Piercing)
Melee Morningstar +8 (1d8 + 4; x2; Bludgeoning/Piercing; Wieled Two Handed)
Melee Power Attack Falchion +8 (2d4 + 11; 18-20/x2; Slashing)
Melee Power Attack Morningstar +6 (1d8 + 10; x2; Bludgeoning/Piercing; Wieled Two Handed)

Ranged Masterwork Light Crossbow +9 (1d8; 19-20/x2; Piercing; 80 ft Range)
Ranged Deadly Aim Masterwork Light Crossbow +7 (1d8 + 4; 19-20/x2; Piercing; 80 ft Range)
Ranged Point Blank Masterwork Light Crossbow +10 (1d8 + 1; 19-20/x2; Piercing; 80 ft Range)
Ranged Point Blank, Deadly Aim Masterwork Light Crossbow +8 (1d8 + 5; 19-20/x2; Piercing; 80 ft Range)
Ranged Dagger +8 (1d4 + 2; 19-20/x2; Piercing/Slashing; 10 ft Range)
Ranged Deadly Aim Dagger +6 (1d4 + 7; 19-20/x2; Piercing/Slashing; 10 ft Range)
Ranged Point Blank Dagger +9 (1d4 + 4; 19-20/x2; Piercing/Slashing; 10 ft Range)
Ranged Point Blank, Deadly Aim Dagger +7 (1d4 + 8; 19-20/x2; Piercing/Slashing; 10 ft Range)

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Statistics
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Str 14 (16), Dex 16, Con 14, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +8; CMD 21
Languages: Taldan

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Feats
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Point Blank Shot: You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Deadly Aim: You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (Falchion): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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Traits
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Historian of the Rebellion (Campaign): You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the
group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments
throughout history, both in Cheliax and beyond.

Benefit: Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Soaring Sprinter (Basic, Combat): As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower.

Benefit:You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.

Historian (Racial, Human):
Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past.

Benefit: You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.

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Reason for Protest
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Meeting a Contact: The Silver Ravens have long fascinated you. You might just agree with their politics for a free Kintargo, or perhaps you admire their spirit. Maybe you just like the idea of a secret society. You might know someone who was supposedly in the Silver Ravens; that someone might even be a parent, sibling, or lover. When House Thrune established martial law a week ago, though, the Silver Ravens went dark. Rumors that their leaders have all been captured or killed circulate, and no sign of the rank-and-file members can be found. Certainly, your friend or family member has gone missing. You’re starting to worry, and hope to find out what happened to the group. After doing a bit of research, you were contacted by a friend of a friend of a friend who claimed to know something about the Silver Ravens. You don’t know who this contact is or even his name, but you do know that he’s a human man, and that he’s arranged to meet with you at the Aria Park protest. You’ll know him because he’ll be wearing one black leather glove on his right hand and no glove at all on the left. You gain a +2 bonus on all Perception and Sense Motive checks made during the protest itself.

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Skills
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Acrobatics +9 (+11 for Balance or Jump) (4 rank, +3 Dex, +3 Class Skill, -1 ACP)
Appraise +0
Bluff +1
Climb +6 (1 rank, +3 Str, +3 Class Skill, -1 ACP)
Craft +0
Diplomacy +1
Disguise +1
Escape Artist +2 (-1 ACP)
Heal +2
Intimidate +7 (3 rank, +1 Cha, +3 Class Skill)
Perception +12 (5 rank, +2 Wis, +3 Class Skill, +2 Feat)
Ride +2 (-1 ACP)
Sense Motive +5 (1 rank, +2 Wis, +2 Feat)
Stealth +11 (5 rank, +3 Dex, +3 Class Skill, -1 ACP, +1 Trait)
Survival +10 (+11 for Tracking) (5 rank, +2 Wis, +3 Class Skill)
Swim +2 (+3 Str, -1 ACP)
Disable Device +11 (5 rank, +3 Dex, +3 Class Skill, -1 ACP, +1 MW Tool)
Knowledge (Dungeoneering) N/A
Knowledge (Geography) +8 (5 rank, +0 Int, Class Skill, Background Skill)
Knowledge (History) +9 (5 rank, +0 Int, +3 Class Skill, +1 Trait, Background Skill)
Knowledge (Local) +8 (5 rank, +0 Int, +3 Class Skill)
Profession N/A
Spellcraft N/A

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Gear
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Traveler's Outfit
+1 Silversheen Falchion
Dagger (2)
Morningstar
Masterwork Light Crossbow
20 Bolts
10 Adamantine Bolts
10 Alchemical Silver Bolts
+1 Chain Shirt
Waterskin
Belt of Giant Strength +2
Cloak of Resistance + 1

Backpack
[Contents]
Masterwork Thieves' Tools
Silk Rope (50 ft)
Sunrod (1 in use)
Mess Kit
Journal
Ink
Pen
Oil of Magic Weapon (2)

Money: 48 gp 9 sp 10 cp

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Special Abilities
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Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Humanoid: Human +4; Outsider (Evil) +2

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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.

Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Combat Style Feat: 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. (Two Handed Weapon)

Favored Community: At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). Kintargo

At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.

Trapfinding: At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name.
This ability replaces endurance.

Hunter’s Bond (Ex):At 4th level, a ranger forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Spells:Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

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Spells Prepared
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1st (DC 13; 1/Day): Lead Blades, Aspect of the Falcon

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Backstory
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Description:

You see a man with a goatee and chin length light brown hair. The man's expression implies either intense focus or perhaps general displeasure. He is dressed in simple, functional clothing, consisting of various shades of brown.

Hair: Light Brown
Eyes: Green
Height: 6' 0"
Weight: 185 lbs.

Personality:

Erodel is slow to trust and has a bit of a chip on his shoulder, even more so since the disappearance of his uncle. Once his trust is won, he is incredibly loyal to his friends. Initial interaction with Erodel could be seen as gruff or stand-offish depending on the circumstances involved.

Background:

As long as he can remember, Erodel had heard about his great-grandfather's exploits during the Chelish civil war as a member of the famed Silver Ravens. Stories passed down for generations fueled his family's disdain for the Thrice Damned House of Thrune. Rumor had it that Erodel's uncle, Alastair, was still an active member of the rebel organization. Erodel had even gone as far as having conversations with Alastair about the possibility of joining the Silver Ravens himself, even though Alastair denied that he was part of the organization every time the subject was brought up.

Alastair's disappearance a week ago has only stoked the fire inside Erodel to find out more about the Silver Ravens and hopefully the whereabouts of his uncle. Through a series of investigations, bribes, and intimidation, Erodel has finally managed to get a viable lead and has made arrangements to meet an agent of the Silver Ravens at Aria Park...if only he knew who in the Nine Hells he was looking for...