About Harold WainrightAppearance:
Harold is a severe-looking elf, with a nasty burn scar running down the right side of his face, from his hairline to jaw, which mercifully misses his eye. He usually styles his hair forward on that side, to cover the worst of the burn, but makes no move to hide it entirely. His face i also decorated with numerous tattoos, representing both the Old Gods of Osirion, and ancient hieroglyphs as warding sigils.
He dresses in functional, no-nonsense leathers, with an ancient, ornate bow decorated with jackal motifs slung across his back, a jackal-emblazoned buckler on his forearm, and a dagger at his side.
Background:
Harold is part of a small clan of desert elves, who long ago made a pact with the old pharaohs to watch over their dead, ensuring that their eternal rest is left undisturbed, and putting down any unquiet spirits that arise, so that they may sleep once again.
The old dynasties may be long-gone, but the memories of elves are far more durable than those of humans, and Harold's people still wander the deserts, usually individually, but coming together in numbers when a great threat arises. Hearing of the recent plan to open the necropolis of Wati, Harold was dispatched both to participate and investigate - to eliminate any threats, prevent any great evils from being freed, and to sound the alarm if the worst were to happen, and a truly ancient and terrible evil were to be unleashed... As a general rule of thumb, Harold tries to act honorably, keeping true to his word. He is generally fairly tolerant, taking the view that, in the grand scheme of things, most faults can be forgiven with time, and the short-lived races are basically children, even when they are 'old'. The one thing he will not tolerate is those who disrespect the past, showing flagrant disregard who have come before them - violently looting tombs is the greatest sacrilege he can think of (respectful relocation of artefacts that ensures the name of the deceased continues to be remembered by the living is just *barely* tolerable)!
Initiative: +8 [+6 Dex + 2 Trait]
AC: 19 (10 + 6 Dex + 2 (Leather) + 1 (Buckler))
Hit Points: 8/8 (8+0) Fort: +2 Ref: +6 Will: +2 +2 on Will saving throws against charm and compulsion effects.
Combat:
Base Atk: +0; CMB: +1; CMD: 17
Melee
Ranged
Skills:
Skill Points per level: 4 (Class) + 2 (Intelligence) + 2 (Background)**
Acrobatics +5 (+6 Dex - 1 ACP) Appraise +2 Bluff -1 Climb +0 (+1 Str - 1 ACP) Craft(Any) +2 Disable Device +13 (+6 Dex + 1 rank + 3 class skill + 1 Trait + 2 MW Thieves' Tools) Diplomacy -1 Disguise -1 Escape Artist +4 (+6 Dex - 1 ACP) Heal -1 Intimidate -1 Knowledge(Arcana) +6 (+2 Int + 1 rank + 3 class skill) Knowledge(Local) +6 (+2 Int + 1 rank + 3 class skill) Knowledge(History)** +6 (+2 Int + 1 rank + 3 class skill) Knowledge(Nobility)** +6 (+2 Int + 1 rank + 3 class skill) Knowledge(Planes) +6 (+2 Int + 1 rank + 3 class skill) Knowledge(Religion) +6 (+2 Int + 1 rank + 3 class skill) Perception +6 (+0 Wisdom + 1 rank + 3 class skill + 2 Racial) Ride +3 (+6 Dex - 1 ACP) Sense Motive -0 Stealth +3 (+5 Dex - 2 ACP) Survival +0 Swim -1 (+1 Str - 2 ACP) Feats:
1st: Precise Shot
3rd: Rapid Shot 4th (Occultist Bonus): WF: Bows 5th: 7th: 8th (Occultist Bonus): 9th: 11th: 12th (Occultist Bonus): 13th: 15th: 16th (Occultist Bonus): Traits:
Trap Finder:
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Reactionary:
Benefit: You gain a +2 trait bonus on initiative checks. Desert Child:
Benefit: You gain a +4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
Racial Features:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Shadowhunter: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity. Desert Runner:
This racial trait replaces elven magic. Favoured Class Bonus: +1/2 point of Mental Focus
Class Features:
Implements:
Abjuration (Shield) Transmutation (Weapon) Mental Focus:
Panoply Bond (Su):
Focus Powers:
Resonant Power (Abjuration):
Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. Base Focus Power (Abjuration):
Resonant Power (Transmutation):
Base Focus Power (Transmutation):
Philosopher's Touch - Transmutation (Su):
Spells:
Knacks: Mending, Resistance 1st (0/1+1 used): Fastidiousness, Gravity Bow Equipment:
Explorer's Outfit Leather (10gp) Buckler (5gp) Dagger (2gp) MW Mighty[+1] Composite Longbow (-) Durable Cold Iron Arrow x10 (20gp) Durable Alchemical Silver Arrow x4 (12gp) Durable Adamantine Arrow x1 (61gp) Blunt Arrow x20 (2gp) Backpack (2gp)
Belt Pouch (1gp)
Coin = 0gp, 0sp, 0cp |