Arlindil

Ithalil's page

77 posts. Alias of Hiram138.


Full Name

Ithalil

Race

Elf (Dusk) Arcane Archer Initiative +11

Classes/Levels

skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

Gender

Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 /

Size

medium

Special Abilities

Dark vision 60' , Light sensativity, Dream 1/day , Lullaby 6/day,

Alignment

Chaotic Good

Deity

Elven pantheon

Location

Sandpoint

Languages

common, draconic, elven

Occupation

Monster Hunter

Strength 14
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 13
Charisma 16

About Ithalil

Camael
Male dusk elf arcane archer 1/ranger (skirmisher) 6/sorcerer 4 (Pathfinder RPG Advanced Player's Guide 128)
CG Medium humanoid (elf)
Init +11; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 67 (11 HD; 4d6+7d10)
Fort +7, Ref +11, Will +7
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee +1 dagger +12/+7 (1d4+3/19-20)
Ranged +1 flaming returning throwing axe +12 (1d6+9 plus 1d6 fire) or
. . oathbow +14/+9 (1d8+10/19-20/×3)
Special Attacks combat style (archery), enhance arrows (magic), favored enemies (aberrations +2, magical beasts +4)
Spell-Like Abilities (CL 11th; concentration +14)
. . 1/day—dream
Bloodline Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—lullaby
Sorcerer Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—frost fall[UC] (DC 15)
. . 1st (7/day)—burning hands (DC 14), color spray (DC 14), sleep (DC 15), true strike
. . 0 (at will)—dancing lights, daze (DC 13), detect magic, ghost sound (DC 13), penumbra[UM], read magic
. . Bloodline Dreamspun
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Statistics
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Str 14, Dex 18, Con 10, Int 12, Wis 13, Cha 16
Base Atk +9; CMB +11; CMD 25
Feats Arcane Armor Training, Deadly Aim, Endurance, Eschew Materials, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Shot, Silent Spell, Weapon Focus (longbow)
Traits monster hunter, regional recluse: arsmeril or crying leaf, warrior of old
Skills Appraise +6, Climb +11, Craft (bows) +5, Handle Animal +7, Heal +6, Intimidate +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Perception +16, Sense Motive +9, Spellcraft +10, Stealth +18, Survival +11, Swim +6, Use Magic Device +11; Racial Modifiers +2 Perception, silent hunter
Languages Common, Draconic, Elven
SQ arcane focus, dreamspeaker, elf ranger, favored terrain (forest +2), hunter's bond (companions), hunter's trick (hunter's trick [defensive bow stance]), hunter's tricks, nightmare boots (smoking), nightmareboots (ignition), oppressive expectations, track +3, wild empathy +9
Combat Gear nightmare boots[UE], potion of cure light wounds, potion of cure moderate wounds, potion of delay poison; Other Gear +2 shadow mithral chain shirt, +1 dagger, +1 flaming returning throwing axe, oathbow (+2 Str), arrows (20), bracers of falcon's aim[UE], ring of arcane signets[APG], ring of spell knowledge ii[UE], treeform cloak[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], trail rations (5), waterskin, 733 gp, 9 sp
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Special Abilities
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+2 to critical confirmations (Longbow) Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not st
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs. Favored Enemy (Aberrations) foes.
Favored Enemy (Magical Beasts +4) (Ex) +4 to rolls vs. Favored Enemy (Magical Beasts) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Hunter's Trick (Defensive Bow Stance) (Ex) The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Hunter's Tricks (4/day) (Ex) Various tricks.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lullaby (6/day) (Sp) As lullaby but no concentration and penalty is -4.
Nightmare boots (smoking, 3/day) Activate as a swift action to gain concealment until end of turn.
Nightmareboots (ignition, 1/day, DC 13) On melee hit, deal 2d6 fire dam in 5 ft radius (Ref half).
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Silent Spell Cast a spell with no verbal components. +1 Level.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Born in the Kyonin outpost, of Crying Leaf. I was trained to be a warden of the Mierani forest. My clan is tasked with keeping the Drow and other denizens contained, and to keep the other races away from our ruins and our shame.

I was on sentry duty one night, Near Celwynvian. When a Drow raiding party snuck by my position using magic. They made it into the forest where they discovered and killed a unicorn. The sound of battle alerted me to my failure. Swearing my vengeance I slew the leader of the raiding band. Harring the rest back to their hole in the ground. When i returned to the site of the battle. I burried the unicorn. Keeping only a braid of her mane. I carry it ,as a badge of shame, woven into my hair. I looted my boots and axe from the leaders corpse. I left the rest for the animls to scavenge.

Do to my years of exemplary service. The elders took pitty on me. They reassigned me to scouting the human lands. Looking for signs of the Drow, or other aberations. Coming to the surface from below.

Having heard of a devil in the human settlement of Sandpoint. I had started my investigations there.

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