Soveliss

Jestyn's page

54 posts. Organized Play character for Ed Birnbryer.


Full Name

Jestyn

Race

|HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9|

Classes/Levels

|Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Gender

Male Elf Nirmathi irregular 1/Rogue (Scout) 3

Size

M

Age

104

Alignment

CG

Languages

Common, Elven, Goblin, Sylvan

Occupation

Ranger

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

About Jestyn

JESTYN
CR 3
Male Elf ranger 1 / rogue 3
None medium humanoid (elf)
Init +6; Senses Low-Light Vision, Perception +9,
Languages Common, Elven, Goblin, Sylvan
AC 18, touch 14, flat-footed 14
hp 32 (4HD)
Fort +4, Ref +9, Will +1, +2 trait bonus on Fort saves vs. Poison, +2 vs. enchantment spells and effects, +1 Reflex to avoid traps
Defensive Abilities Evasion, Trap Sense +1,
Speed 30 ft. (6 squares)
Ranged composite longbow str +1 (+2) +8 (1d8+3/x3), within 30 ft. +9 (1d8+4)
Melee curve blade, elven (cold iron) (two handed) +7 ((two handed) 1d10+3/18-20)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +5; CMD 19
Atk Options Humanoid (Human) +2, Sneak Attack 2d6,
Special Actions Abilities Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 10
Special Qualities Elven Immunities, Focused Enemy, Forest Ghost, Keen Senses, Low-Light Vision, Silent Hunter, Track +1, Trapfinding, Weapon Familiarity,
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +11, Appraise +6, Climb +8, Craft (Traps) +2, Disable Device +12, Escape Artist +9, Fly +4, Heal +4, Knowledge (Dungeoneering) +6, Knowledge (Geography) +9, Knowledge (Local) +6, Knowledge (Nature) +6, Perception +9, Perception (Trapfinding) +10, Profession (Trapper) +5, Ride +4, Sleight of Hand +8, Stealth +11, Survival +7(+8 Wild), Survival (Follow or identify tracks) +8, Swim +6, Use Magic Device +7,
Possessions outfit (explorer's); mithral shirt; curve blade, elven (cold iron); Composite Longbow STR +1 (+2) ; Handy Haversack [ Dominos (Common); Waterskin (Filled); Tent, Hanging; Mess Kit; Marbles; Elven Trail Rations (x5); Bedroll; Arrow, Blunt (20); Arrows (20); ]; Arrows (Cold Iron) 20 ; Bandolier ; Belt Pouch [ Flint and Steel; Thieves' Tools (Masterwork); ];
Blight-Burned (Poison) You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn't indicate their exact location). You can always act during the surprise round against such creatures, and you aren't considered flat-footed against such creatures in the first round of combat.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Evasion
Focused Enemy (Ex) A Nirmathi irregular selects one favored enemy (usually "humanoid [human]"). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level. This otherwise acts as and replaces the standard favored enemy ability.
Forest Ghost (Ex) A Nirmathi irregular adds a 0 bonus on all Perception and Survival skill checks he makes while located in forest terrain.
Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
No Racial Subtype You have chosen no racial subtype.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Background:
Jestyn has lived in Nirmathas all of his short life...for an elf. A member of the Nirmathi irregulars, he serves the unit as an advanced scout to help fight off incursions from Chlax and Molthune.

As a child, he spent many years exploring the Fangwood. One year the Darkblight overtook the forest, with blighted fey attacking his people, spurred on by financial incentives from Chelax. He was able to survive the blight but it has left him pockmarked from the effects. He has an intense dislike for Chelaxians, and those that deal with the blighted fey.