Duergar Hammer

Jhael's page

173 posts. Alias of YoricksRequiem.


Full Name

Jhael

Classes/Levels

Inactive

Alignment

LN

Languages

Common, Celestial, Dwarven, Abyssal, Draconic

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 16

About Jhael

Experience: 5,800 / 10,000

Stats:
Attributes
STR 16
DEX 14
CON 14
INT 14
WIS 14
CHA 16

Stats
Initiative: +4 (+2 Dex +2 Trait)
Senses: Darkvision 60 ft.
Perception: +10
Languages Known: Common, Celestial, Dwarven, Abyssal, Draconic
Alignment: LN

Offense
BAB: +3 (+3 Ranger +0 Bard)

Falchion
Attack: 1d20 + 8 (3 BAB + 3 Str + 1 Weapon Focus +1 Enhancementt)
Damage: 2d4 + 4

Power Attack: 1d20 + 7 (3 BAB + 3 Str +1 Weapon Focus +1 Enhancement - 1 Power Attack)
Damage: 2d4 + 7

Composite Longbow
Attack: 1d20 + 6 (3 BAB +2 Dex +1 Enhancement)
Damage: 1d8 + 4

Defense
HP: 40 (3d10 Ranger + 1d8 Bard + 8 Con +4 Toughness +1 Bard Favoured Class)

AC: 16 (10 + 4 Armour +2 Dex +0 Size)
Flat-Footed: 14
Touch: 12

CMB: 6 (3 BAB + 3 Str + 0 Size)
CMD: 18 (10 + 3 BAB + 3 Str + 2 Dex +0 Size)

Resistances: 5 Acid, Cold, Electricity

Saves
Fort +5 (+3 Ranger +0 Bard +2 Con)
Refl +7 (+3 Ranger +2 Bard +2 Dex)
Will +5 (+1 Ranger +2 Bard +2 Wis)

Skills:
Skills (8 Per Level. 6 Base Each Class + 2 Int)

Acrobatics +6 (+1 Rank +3 Class Skill +2 Dex)
Appraise +6 (+1 Rank +3 Class Skill +2 Int)
Climb +7 (+1 Rank +3 Class Skill +3 Str)
Diplomacy +10 (+2 Ranks +3 Class Skill +3 Cha +2 Racial)
Disable Device +9 (+2 Ranks +3 Class Skill +2 Dex +2 Special)

Handle Animal +7 (+1 Rank +3 Class Skill +3 Cha)
Heal +6 (+1 Rank +3 Class Skill +2 Wis)
Linguistics +6 (+1 Rank +3 Class Skill +2 Int)
Perception +10 (+3 Ranks +3 Class Skill +2 Wis +2 Racial)
Sense Motive +7 (+2 Ranks +3 Class Skill +2 Wis)

Sleight of Hand +6 (+1 Rank +3 Class Skill +2 Dex)
Stealth +9 (+4 Ranks +3 Class Skill +2 Dex)
Survival +7 (+2 Ranks +3 Class Skill +2 Wis)
Swim +7 (+1 Ranks +3 Class Skill +3 Str)
Use Magic Device +8 (+2 Ranks +3 Class Skill +3 Cha)

Trained Knowledges +7 (+1 Rank +3 Class Skill +2 Int +1 Bard)
(Arcana, Dungeons, Engineering, Geography, History, Nature, Religion)

Untrained Knowledges +3 (+0 Ranks +2 Int +1 Bard)
(Local, Nobility, Planes)

Traits and Feats:
Feats
Level 1: Toughness
Level 3: Weapon Focus (Falchion)

Traits
- Magical Knack (Bard). Constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you get this trait - your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

- Reactionary. +2 Initiative

Racial Adjustments:
Racial Attributes
Aasimar
+2 Wis / +2 Dex
Skilled: +2 Diplomacy and Perception
Celestial Resistance: 5 to Acid, Cold, and Electricity Resistance.
Spell-Like Ability: Daylight once per day as a spell-like ability
Senses: Darkvision 60 ft.

Special Abilities:
Special Abilities
Ranger (Trapper)
Proficiencies: All simple and martial weapons, light armour, medium armour, and shields (except tower shields)

Favored Enemy (Undead) - Ranger gets a +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival when dealing with Humans. Also +2 Attack and Damage rolls against them.

Track - Ranger adds half his level (Min +1) to Survival checks made for following or identifying tracks.

Trapfinding - The Trapper adds half her Ranger level (Min +1) to Perception checks made to locate traps and on Disable Device checks. The Trapper can use Disable Device to disarm magical traps.

Wild Empathy - The ranger can make the equivalent of a Diplomacy check to improve the attitude of a person. 1d20 + Ranger Level + Charisma Bonus. The ranger must be within 30 feet of the animal, under normal visibility conditions.

Combat Style (Bonus Feat): Power Attack

Endurance (Bonus Feat): +4 to the following checks and saves. Swim to resist nonlethal damage from exhaustion. Constitution to a) Continue running, b) avoid nonlethal damage from a forced march, c) hold your breath, and d) avoid nonlethal damage from starvation or thirst. Fortitude saves to a) avoid nonlethal damage from hot or cold environments, and b) foritude saves to resist damage from suffocation.

Favoured Terrain (Cold): +2 Initiative, Knowlege Geogrpahy, Perception, Stealth, and Survival skill checks in this terrain. The ranger leaves no trail and cannot be tracked.

Bard (Archaeologist)
Proficiencies: Simple weapons, longsword, rapier, sap, shortsword, shortbow, whip. Light armour, shields (except tower shields). A bard can cast spells while wearing light armour and a shield without the normal arcane spell failure chance. A bard wearing medium or heavy armour still incurs a chance of arcane spell failure if the spell in question has a somatic component.

Bardic Knowledge: The bard adds half his class level (Min 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Archaeologist’s Luck: As a swift action, the Archaeologist can call on fortune’s favour, giving him +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this a number of rounds per day equal to 4 + his Charisma modifier. Maintaining the bonus is a free action, but it ends immediately if the Archaeologist is killed, paralyzed, stunned, unconscious, or otherwise prevented from taking a free action to maintain it each round. This is treated as Bardic Performance for the purposes of feats, abilities, effects, and the like that affect Bardic Performance.

Spells:
Spells
Bard:
Spell DC: 10 + Spell Level + Cha Modifier

Spells Known / Per Day
L0 6 / Infinite
L1 4 / 3 +1 Bonus

Spells Known:
L0 - Detect Magic, Ghost Sound, Mage Hand, Message, Open/Close, Read Magic
L1 - Charm Person, Cure Light Wounds, Grease, Summon Monster I

Equipment:
Equipment
1586 White Aether.

Masterwork Falchion (375gp)
2H Melee weapon. 2d4 damage. 18-20 crit.

Masterwork Composite Longbow +4 (800gp)
2H Ranged Weapon. 1d8 + up to 4 Str Damage. Range Increment 110 ft.

+1 Masterwork Studded Leather (1,175gp)
Light Armour. +4 AC, +5 Max Dex, 0 Check Penalty

- Boots of the Cat (1,000gp) - Always take minimum possible fall damage (as if the GM rolled a 1 on each die of damage incurred by the fall) and always land on your feet.

- Handy Haversack (2,000gp) - Holds 120lbs but never weighs more than 5. The item you want always floats to the top with no need to dig around, so retrieving any item from the bag is a move action that does not provoke attacks of opportunity.

- Ioun Torch (75gp) - Floats / orbits around the user giving him light while keeping his hands free.

- Masterwork Thieves Tools (100gp) - +2 Disable Device Checks (10/10 Uses Remaining)

- Healer’s Kit (50gp) - +2 Heal Checks (10/10 Uses Remaining)

Misc Equipment (120gp rounded up)
Bedroll (1sp), Small Tent (10gp), Air Bladder (1sp), Compass (10gp), Small Steel Mirror (10gp), 100 Feet Silk Rope (20gp), Ink Vial (8gp), Inkpen (1sp), Journal (10gp), Cold Weather Outfit, Canteen (2gp), Grooming Kit (1gp), Flint and Steel (1gp), Grappling Hook (1gp), 2 bags of Marbles, Crowbar (2gp), Earplugs (3cp), 10 Days Trail Rations (1gp), Waterskin (1gp), Bladeguard (40gp)

Background:
‘It was the kind of cold that leaves you hollow.’

I remember everything. As I lay here praying for what comes next, I remember it all. I remember being a child, warned of the risks of being too long outdoors. Stories my parents would read about boys who got lost, boys who froze, boys who had far worse happen.

I remember the first time I heard the horn, signaling us to stay indoors because something horrifying was attacking the town. The stories kept us safe and warm. Some were about what people had been told about grass and flowers. Others still may have been myths, talking about how the town had once been near a large trade route, and that there were all manner of mines around that might have valuables in them. Expeditions were rare, and almost always one-way trips.

The pain in my chest burns, but I force myself to stay awake.

I remember my training. Years spent learning to hunt, to track. There weren’t ever enough wild animals around, and it seemed like there were less every year. Fewer animals and more monstrosities. I remember seeing my father disemboweled with a spear wielded by my mother’s risen corpse. People screaming in terror. A great white dragon. We survived, most of us anyway. But things were desperately bad. Then the Mist came.

It was sudden and encompassing, and certain death to anyone who stepped into it. With us even more cut off from the world, it wouldn’t have been long before we started to each other. Maybe some of them did. I’ve lost track of how many days it’s been since I’ve been gone.

I don’t regret leaving. It was a hail mary, but oh, what a marvelous thing it would be if I had found something. So many tales about the mystical items down in the crypts. Any one of them could have helped my people. Instead, they’ll beg for death at the hands of Argosal. And instead he will help them to see their nightmares come to life.

I try to get up, but find that I can’t feel my legs anymore. No matter.

There was only time to hit so many ruins. I keep thinking ‘if only I had hit one more’, but who is to say that any of them had anything. Could all have been ransacked by now. Not even the bodies of the dead left around much here.

I reached up slowly, my hand stiff, to feel the gash across my chest. For a second I thought that it had stopped bleeding, but then realised that it was only because the blood had frozen. Not before a large puddle of it had formed under me. ‘Too much. Too late.’

I hear the roar of the Yeti echo through the corridors, and I try to slide back further against the wall, but it’s no use. Instead I put my head down. It’s only a matter of time before it finds me. And if it doesn’t, something else surely will.

I remember this.