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Indras Heskel's page

118 posts. Alias of Rocan.


Full Name

Indras Heskel

Race

Tiefling

Classes/Levels

Ranger (Skirmisher) 2/Jinx 2

Gender

Status:
HP: 20/20; AC: 19, T: 14, FF: 15; CMD: 18; Fort: 4, Ref: 9, Will: 4; Init +5; Perception +8

Size

Medium

Alignment

NE

Location

(close to) Heldren

Languages

Common, Elven, Infernal, Draconic, Abyssal

Occupation

Fletcher/Hunter

Strength 15
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 13
Charisma 10

About Indras Heskel

Indras Heskel:

Indras Heskel
Male Tiefling, Ranger (Skirmisher)1 /Jinx 1 (Gestalt)
NE Medium Outsider (Native)
Init +5; Senses Perception + 5(+7 with Familiar) , Darkvision 60 ft

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DEFENSE
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AC 19, touch 14, flat-footed 15 (+ 4 armor, +4 Dex, +1 NA)
hp 20 (10+1d10+2+2)
Fort +4 , Ref +9(6+2Familiar), Will + 4
Cold Resistance +5
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OFFENSE
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Spd ft. 30 ft (20ft when fully packed)
Melee: + 4 GreatSword (2d6+3, 19-20/x2)
Ranged: + 7 (+1 Str)Composite Longbow (1d8+1, x3) 110 ft (57 arrows)
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STATISTICS
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Str 15, Dex 18 (16+2), Con 12, Int 16(14+2), Wis 13, Cha 10 (12-2)
Base Atk +2; CMB +4; CMD 18
Feats: Weapon Focus (Longbow), Precise Shot
Traits: Warded Against Witchery: +1 to saving throws vs spells,spell-like abilities cast by evil arcane casters and +1 bonus on Spellcraft checks vs Evil Arcane spellcasters
Survivor: +1 to Sense Motive and Initiative checks, Sense Motive becomes a class skill.
Hunter’s Knack: You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action.
Skills: Heal 2 rank (+6), Perception 2 rank (+8), Sense Motive 2 rank (+9), Survival 2 rank (+6) Knowledge (Geography) 2 rank (+8), Knowledge (Nature) 2 rank (+8), Craft (Fletching) 2 rank (+8), Spellcraft 2 rank (+8), Stealth 2 rank (+9)
Languages: Common, Elven, Infernal, Draconic, Abyssal
Combat Gear: Longbow (75gp, 3lbs), Greatsword (50gp 8lbs), Chain Shirt (100gp, 25lbs) 57 common Arrows (3 gp, 9lbs) 40 Cold Iron arrows (4gp, 6lbs) Composite Longow + 1 (3lbs)
Other Gear Backpack (2gp 2lbs), Bedroll (1sp, 5 lbs), Belt Pouch (1gp, 0,5 lbs), Flint and Steel (1gp), Mess Kit(0,2 gp,0,5 lbs), 50 ft hemp rope (1gp 10 lbs)(changes to silk rope), 5 torches (5cp, 5lbs), 7 trail rations (3,5 gp 7lbs), Waterskin (1gp 4 lbs), Common Artisan Tools (5 gp 5lbs), Fur Winter boots, protects feet from frostbite 5gp), Cold-Weather Outfit (7lbs). (Adding Elixir of Hiding, Potion of spider Climb, Potion of Lesser Restoration)
Encumbrance: 97 lbs; Medium Load, (Light Load up to 66lbs)(Medium up to 136lbs, Heavy up to 200lbs)
Money left: 15gp, 1 sp, 5 cp
Armor Check penalty fully packed: -3; backpack dropped: -2

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SPECIAL ABILITIES
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Alternate racial trait:
Scaled Skin (Cold)
The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Vestigial Wings
Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Favored Enemy: Human
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.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy
Combat Style Archery
Combat Style Feats: Precise Shot

Favored Class Bonus: Ranger (+1HP)

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SPELLS
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0-level spells per day (3+1=4) DC 13
Guidance
Detect Magic
Light
Stabilize

1-level spells/day =2 spells known; DC 14
Command
Cure Light Wounds
Hexward
Sleep
Burning Hands
Cause Fear

Argen, Ermine Familiar:

N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3
DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 6 (1d8)
Fort +2, Ref +4, Will +3
OFFENSE

Speed 20 ft., climb 20 ft.
Melee bite +3 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +0; CMD 6 (10 vs. trip)
Feats: Weapon Finesse, Alertness, Improved Evasion
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14 (+4 Stealth in Snow), Sense Motive +2; Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Attach (Ex)

When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Background:

Indras Heskel has been much of an outcast during his entire life, born to a merchant’s wife in Zimar, he was almost slain as he gasped his first breath. His father was actually the merchant himself, though a very adequate witch that was tricked and duped by him, cursed him. As your heart has been determined to be black, so to shall the seeds you sow be cursed like the night. And so Indras was born as a very imp-like Tiefling instead of a normal baby.

The merchant’s wife was arrested and tried for heresy for laying with a devil. The merchant was driven crazy with grief about his adulterous wife, who clinged until her death to her statement that she never made any deal with a devil or something. As the merchant looked upon the baby in his soon to be last hours, he wanted to kill poor Indras. At that point the witch that cursed him walked into his home. ”It is not the baby’s fault, you have brought this upon yourself when you tricked a lot of other souls in to wrong bargains. You have paid the price, now live with your ‘bad bargain’” The merchant couldn’t live with it, and Indras was brought up by the witch for a few years as he didn’t have any family left.

During his youth he was bullied and picked upon by other kids for his strange and outerworldly looks. His long tail and rudimentary wings were fully displayed in his clothes as it hurt having them tucked in. His skin too was different, more hard and scalish, it wasn’t long before a group of devout paladins and inquisitors got wind of him being in Zimar. He didn’t know why he was picked up or why he was tortured, he was only glad that a certain witch relieved him out of his misery as she teleported him away to the countryside, close to the Border Wood.

It is in these times he learned to wield a bow, by sacking the remains of an unaware hunter, that was surprised by a bear, he retrieved a shortbow and a tattered and torn cloak. Lots of training and practice made him a great archer, or at least gave him a knack for archery. Living a few months of his teenager life at the edge of Border Wood, he got quite attached to the way of living of the land. With enough time to spend honing his survival skills, he took up the job of adjusting his bow and creating his own arrows to survive on his own.

Heldren was a small village, situated close by Indras’s whereabouts and for many years he never noticed it, being content with his hunting and trapping in his part of the forest. Though later, he found he could trade his own crafted bows and arrows there for a new cloak, winter clothing and rations he hadn’t tasted in a more than a decade. Whenever he goes to Heldren now, he keeps his hood up and his cloak hanging broadly over his shoulders, trying as hard as he can to hide his tail and wings under it, though sometimes the tip of his tail can be seen swinging side-to-side from underneath his cloak. At the moment Indras feels content about his life, simple and easy-going, enjoying the basics of life.
Lately though, the need for warm meals and thicker clothing seem to come early this year, perhaps too early. His latest trip takes him there to trade his months worth of arrows and a finely carved shortbow for a mug of ale and some new warm boots.

As for the holy men that were after him, a group of two clergymen were sent to Heldren and the Border Wood to seek signs of a tiefling that had escaped his justice. They were never heard from again, they didn’t even make it to Heldren proper.

Personality:

Indras is quite stoic and cynical, because of his treatment in his youth he gets quite anxious and irritated with holy men around. He doesn’t believe in the ‘justice’ some of those holy men dispense, just because someone is different shouldn’t mean you have to kill him. On the other hand though, he isn’t one to take any prisoners; shoot first ask questions later, especially when you’re in hostile territory. Especially when dealing with vindicating clerics.

Appearance:

He stand 5ft 6 inches tall when fully stretched, a slightly smaller than average human size. His lean legs and muscled arms give indications to his way of life, especially his bulky right arm that is used to pull the bowstring. Usually he wears his brown hooded cloak to hide his features, but underneath his hair is black with a few blond and light-brown streaks in it, pointy ears and milky-white eyes.