Cale the Calistrian

Herrnarrell Leafblade's page

62 posts. Alias of GrinningJest3r.


Full Name

Herrnarrell Leafblade

Race

[Special Abilities: Arcane Pool +1 6/day, Studied Target +1][Melee elven leafblade +5 (1d4+1/18-20)][Spells Prepared - 0th: daze (DC 15), flare (DC 15), 1st: color spray (DC 16), shocking grasp]

Gender

Male Moon Elf Magus (kensai) 1/slayer (stygian slayer) 1/gestalt 1 [HP: 10, Perc: +6, Init: +5, AC: 16 (T:14, F:12), Saves (F:+2, R:+5, W:+2)(+2 vs enchantments)][Immune:Sleep][Low-light vision]

Size

Medium 6'4" 195lbs

Age

119

Alignment

Chaotic Good

Deity

Labelas Enoreth

Location

Evereksa

Languages

Chondathan, Damaran, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan, with Dictionary for Illuskan

Occupation

Herbalist, Librarian

About Herrnarrell Leafblade

Herrnarrell was born in the City of Spendors, itself: Waterdeep. He is a fourth generation Moon Elf born within the city and is the eldest of two children born to Nhamashal - a journeyman blacksmith who, even after one hundred sixty years of work, is content to continue working for his father, Reluraun, rather than striking out as a Master in his own regard - and Gwynnestri - an arcanist of some small aptitude who offers her patience to the Watchful Order of Magists and Protectors as a care-giver to children while the other members are acting as Spell Guards or Fire Guards. Herrnarrell's younger sister has long since left to seek out fortune and fame in the wider world. It has been nearly a dozen years since Herrnarrell has seen Saélihn.

Due to his mother's affiliation with the Watchful Order, and his grandfather's work as a weaponsmith, Herrnarrell was fortunate to have tutors in many areas, including prepared spellcasting and swordsmanship. His most influential mentor, however, was a sellsword, of all things. Under this man's tutelage, Herrnarrell learned to fight decisively and intelligently - the only way to win a confrontation is to use every advantage available, and no advantage is better than knowing your opponent. He also showed Herrnarrell how to combine spellcasting with his combat abilities, opening up an entirely new branch of study. Well, compared to what he was used to - and it seemed obvious in retrospect that two good abilities could be combined into something great. Perhaps most importantly, the sellsword offered his experience in dealing with people from all walks of life and all religious and personal outlooks - Herrnarrell learned to have confidence in himself, especially when dealing with others. Unfortunately, this self-confidence can also turn into pride, especially when aspersions are cast upon his dignity or honor - such insults are not borne lightly and Herrnarrell has difficulty in maintaining his personal peace until such insults have been either rectified or apologized for.

Despite all of the opportunities available to Herrnarrell, his true passion was that of study. He offered his services to the Order's library, cataloguing and maintaining the large assortment of scrolls, tomes, and other books containing everything from small cantrips, to spells which rend the very fabric of space and time, and even books detailing nothing more than realms of fantasy conjured by nothing more than the author's own imagination. Herrnarrell found that immersing himself in tomes and novels allowed him to maintain a center, a ground on his emotions. In addition, in the tranquility found within the silence of the library, Herrnarrell has learned to enjoy the subtle nuances and multitude of flavors that different combinations of spices and tea leaves can provide. It has become a not-so-guilty pleasure of his, and he considered his teapot a personal temple to inner peace. He will go slightly out of his way to try or share a new blend with his friends and other connoisseurs.

So why then did Herrnarrell leave Waterdeep? What brought him to The Halfway Inn of Evereska? A coincidence so unbelievable that many might think it Divine Providence. First, a small note within a history tome entitled "Myth Drannor - The Council of Twelve" which alluded to a potential offshoot of the Starym family with a single name followed by a question mark hand-written in the margins: "Reluraun?" Secondly, mere days after the revelation of his potential hidden ancestry, a message, supposedly from Saélihn and brought by messenger from Evereska, was delivered to Nhamashal two fortnights prior requesting Herrnarrell's help with some fortune-promised endeavour.

Herrnarrell has been in Evereska for only a short amount of time, but has tentatively purchased an anvil and hammer of his own and set up a small shop as a part-time apprentice with a local weaponsmith while he waits for "Saélihn" to show herself and fill him in on the adventure.

Herrnarrell Leafblade
Male elf magus (kensai) 1/slayer (stygian slayer) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 53, 120, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 10 (1d10)
Fort +2, Ref +5, Will +2; +2 vs. enchantments
Defensive Abilities canny defense +1; Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee elven leafblade +5 (1d4+1/18-20)
Special Attacks arcane pool (+1, 6 points), spell combat, studied target +1 (1st, move action)
Magus (Kensai) Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), shocking grasp
. . 0 (at will)—daze (DC 15), flare (DC 15)
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Statistics
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Str 13, Dex 16, Con 10, Int 20, Wis 11, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Weapon Finesse, Weapon Focus (elven leafblade)
Traits dirty fighter, ease of faith, warrior of old
Skills Acrobatics +4 (+0 to jump), Craft (weapons) +9, Diplomacy +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Fly +4, Knowledge (history) +6, Linguistics +6, Perception +6, Profession (herbalist) +4, Profession (librarian) +4, Ride +4, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +9 (+11 to identify magic item properties), Stealth +4, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Chondathan, Damaran, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
SQ chosen weapon, elven magic, pride, track +1
Other Gear leather armor, elven leafblade, backpack, bedroll, belt pouch, belt pouch, belt pouch, belt pouch, belt pouch, blacksmith anvil[APG], dice[UE], elven trail rations[UE] (5), flint and steel, hip flask[UE], ink, inkpen, magus starting spellbook, masterwork weaponsmithing tools, mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, tea (per cup)[UE] (5), teapot[UE], tiger cloves, tome of epics[ACG], torch (10), traveler's dictionary[UE], waterskin, weapon cord[APG], whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 11 gp, 8 sp

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Special Abilities
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Arcane Pool +1 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Elven leafblade) Kensai abilities only function when wielding a weapon of this type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.