Priest of Pharasma

Erridon Drallen's page

78 posts. Alias of AGM Lemming.


Race

Disable Device: +9, Know-Arcana/History +8 - Dungeoneering/Local/Nature/Geography+7, Perception: +6, Sense Motive +5, Stealth +12, UMD +7, Linguistics +7 |

Classes/Levels

Spell Slots: 2/2, Inspiration: 3/4 per day

Gender

Erridon (Ari) Investigator/Questioner 1 | HP: 9/9 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +6, Will +3 | CMB +0; CMD 14 |

About Erridon Drallen

Character Name: Erridon Drallen
Character Race: Sylph
Alignment: Neutral Good
Deity: Sarenrae

Current Moderator:
Adventure:
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Gender: Male
Age: 20
Height: 6'
Weight: 135 lbs
Eyes: Cyan
Hair: Brown
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Character Level: 1
EXP Points Gained: 0

Known Languages
Common, Auran, Aquan, Elven, Ignan, Thassilonian
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Strength: 10
Dexterity: 18 (10 points, Race +2)
Constitution: 12 (5 points, Race -2)
Intelligence: 17 (7 points, Race +2)
Wisdom: 13 (3 points)
Charisma: 10
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Hit Points: 9 (d8 +1)
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Armor Class: 14 (Base: 10, Dex +4)
Flatfooted Armor Class : 10
Touch Armor Class: 14

Special Armor Class Notes:
- Breeze-Kissed: +2 AC vs non-magical ranged attacks
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Save vs. Fortitude: +1 (Base: +0, Con: +1)
Save vs. Reflex: +6 (Base: +2, Dex:+4)
Save vs. Will: +3 (Base: +2, Wis: +1)

Special Save Notes: Energy Resistance Electricity 5
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Initiative Modifier: +10 (Dex: +4, Trait +2, Feat: +4)
Base Attack Bonus: +0
Melee Attack Bonus: +4
Ranged Attack Bonus: +4

Special Combat Notes: None
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Weapons:
Rapier
Dagger
Shortbow
Arrows(10)
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Skills
Total skill points earned: 10/level (6 + Int(3) + Favored Class(1)) + Background 2 skill ranks/level

Investigator class skills: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Heal(Wis),
Intimidate(Cha), Knowledge(all)(Int), Linguistics(Int), Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int),
Stealth(Dex), Use Magic Device(Cha)

Acrobatics: = +4 (Dex 4)
Disable Device: = +9 (Dex 4) 1 Ranks +3 [Class Skill] Trapfinder +1
Escape Artist: = +4 (Dex 4)
Heal: = +1 (Wis 1)
Knowledge (arcana): = +8 (Int 3) 1 Ranks +3 [Class Skill] Trait +1, Inspiration +1d6
Knowledge (dungeoneering): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (local): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (nature): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Perception: = +6 (Wis 1) 1 Ranks +3 [Class Skill] Trapfinder +1
Ride: = +4 (Dex 4)
Sense Motive: = +5 (Wis 1) 1 Ranks +3 [Class Skill]
Stealth: = +12 (Dex 4) 1 Ranks +3 [Class Skill] Race +4, Inspiration +1d6
Survival: = +1 (Wis 1)
Use Magic Device: = +7 (Int 3) 1 Ranks +3 [Class Skill]

Background Skills
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft: = +3 (Int 3)
Knowledge (geography): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (history): = +8 (Int 3) 1 Ranks +3 [Class Skill] Trait +1, Inspiration +1d6
Linguistics: = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6

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Feats & Traits:
1st Level: Improved Initiative

Traits:
Combat: Reactionary: +2 trait bonus on Initiative.

Magic: Pragmatic Activator: Use Intelligence instead of Charisma for Use Magic Device.

Campaign: Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

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Race: Sylph
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
**** Native Outsider: Replaced by Mostly Human
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
**** Spell-Like Ability: Replaced by Whispering Wind
Energy Resistance: Sylphs have electricity resistance 5.
**** Air Affinity: Replaced by Breeze-Kissed
**** Languages: Replaced by Mostly Human

Breeze-Kissed
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Mostly Human
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Whispering Wind
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.

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Class: Investigator/Questioner

Spells: Bard Spells as equal level Bard using Intelligence instead of Charisma.

Inspiration: 4/day. (Int bonus & 1/2 Level): 1 point to add 1d6 to any skill check. 2 points to add to an attack roll or saving throw. Modifier is added after the die is rolled but before the result is known.
Inspiration is free for any Knowledge, Linguistics, or Stealth roll if the Investigator has any ranks in the skill.

Trapfinding: Add half level (minimum 1) to any perception or disable device for traps.

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Equipment & Gear:
Traveler's Outfit

Rapier 20 GP | 2 lbs
Dagger 2 GP | 1 lbs
Shortbow 30 GP | 2 lbs
Arrows(20) 1 GP | 3 lbs

Backpack 2 lbs, 2 GP - Total Weight: 13 lbs
Bedroll: 5 lbs, 1 SP
Waterskin 4 lbs, 1 GP
Rations, 2 days: 2 lbs, 1 GP

Pouch, Belt: 1 GP, .5 lbs: Total: 1.5 lbs
Thieves Tools 1 lbs, 30 GP
Flint and steel 1 GP

Total weight carried: 22.5 lbs
Weapons: 8 lbs
Equipment: 14.5 lbs

Carrying capacity : Light -> 33 lbs, Medium -> 66 lbs

Starting Gold: 105 GP
Weapons: 53 GP
Equipment: 36 GP, 1 SP

Money: 25 Gold, 9 Silver

One combat trained light horse plus saddle
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Movement:
Base Speed: 30 ft.
Normal Speed : 30 ft.
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Magic:

Spells Known:
Cantrips: 4
Dancing Lights
Daze
Detect Magic
Mage Hand
Level 1: 2
Cure Light Wounds
Silent Image

Spells per Day:
Level 1: 2 (Base 1 + Int(1))

Save DC: 10 + Spell Level + INT(3)
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Character History :
Ronald and Cherisse, Ron and Cher, or Mom and Dad, didn't have any children. They had tried for several years but had no luck. Cherisse was in tears one day when she got her monthly visitor that told of another month of failure to start a family. Blinded by tears she dropped to the ground, praying to her favorite deity, Sarenrae. She begged, pleaded, and offered anything that she could think of to just have one child. She exhausted herself with her pleas without any real hope of success. While she loved the idea of Sarenrae, and did believe in Gods, she didn't have the faith of a Cleric. Laying on the ground in her dark bedroom, her tears dried up and she started to fall asleep when the ground under her face started to glow. Startled to full awareness she rolled to the side and looked around. She saw a beautiful, bright white dove descend to her pillow. It stared at her and she 'heard' a voice. "Your prayers are answered. Stay separate from your husband for thirty days. You will bear a special son. Raise him to believe." The room went dark and she passed out.

Ron woke her up to take her to bed. She told him of the encounter and that he couldn't share her bed for a month. At first he was angry but when she explained why, he accepted it. He didn't understand but accepted that if a Goddess chose to do something, humans didn't have to understand it. They just had to accept it. I was born nine months later to a very happy Ron and Cher. I was healthy although I was rather thin. My eyes were a very bright blue but otherwise I looked normal. The only odd thing people noticed was the light breeze that always seemed to flow around me.

My childhood years were.... normal? I mean, I was pretty much like any other human boy. I was skinny, translation, small so I got picked on. I learned to be quick and smart so I wasn't ever seriously hurt. Mom had learned more about Sarenrae and had told me about 'her miracle' night. I was taught to revere Sarenrae, possibly thinking that I might become a cleric.... Well, that didn't happen. I did discover that I loved learning and was good at it. Mom and Dad were merchants so I had lots of opportunity to learn, from their customers, from the items that were bought and sold in their shop, and from the books that occasionally were in the shop. I also learned that I liked languages and was able to learn several, even the rather obscure Thassilonian language. Useless? Well, probably.

As I said, I was pretty much like any other human boy. And I look kind of like a skinny miniature replica of Dad, except for my blue eyes. I guess Sarenrae has a sense of humor and decided to give my Dad even more reason to love me. It wasn't needed. Both parents loved me and considered me their special boy. They noticed that I wasn't really human. I had a few special things that weren't human. They taught me to hide them. I can see in the dark, but I don't have to admit it.... I can still the air around me so it doesn't have to blow. I can also cause the air around me to blast hard against someone or something. It can hit hard enough to knock someone down. But, I don't have to use it when someone might notice it.

As I grew up I was always asking questions. Sometimes my questions would make people uncomfortable. Sometimes I was told 'back off and leave it alone'. But I always learned. And I learned to use magic. When I learned my magic it was a real game changer. I had learned to use a blade, and a bow, but it wasn't anything special. My magic though.... It wasn't like a wizard, I don't have a spell book to study. It might have been interesting if I had since I loved the study. But I just kind of learned to cast certain spells. And my spells, they're arcane, but I can heal wounds too!

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Twenty Questions:
What is your character's name? - Erridon Drallen
How old is your character? - 20 years
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? - 6' tall, Slender: 135 lbs, I look mostly human except for Cyan Blue eyes. I don't wear armor but carry a rapier and short bow.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? - I usually have a light breeze blowing around me.
Where was your character born? - Sandpoint
Where were you raised? - Sandpoint
By who? - Ronald and Cherisse Drallen, my human parents
Who are your parents? - Ronald and Cherisse Drallen
Are they alive? - Yes
What do they do for a living? - Merchants - Drallen's Discounts, 58 Raven Street
Do you have any other family or friends? - No other family
What is your character's marital status? - Single
Kids? - No
What is your character's alignment? - Neutral Good
What is your character's moral code? - Mom and Dad raised me to help people if I can.
Does your character have goals? - Learn everything.
Is your character religious? - Yes
What are your character's personal beliefs? - Everyone is capable of being good....
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? - Bookworm
Why does your character adventure? - To learn
How does your character view his/her role as an adventurer? - Helper
Does your character have any distinguishing marks (birth-marks, scars, deformities)? - Nothing except his very blue eyes
How does your character get along with others? - He tries to be a friend to everyone
Is there anything that your character hates? - Evil
Is there anything that your character fears? - Hmm.... Nothing comes to mind

Party Role? Initially he thinks he will be the Party Webster's Dictionary/Encyclopedia. He can't wear armor because of his magic and he isn't very strong. This will change but his role will still be party support (information/traps/etc.) or second rank fighter.