Xokek

Keston Bane's page

54 posts. Alias of BloodWolven.


Race

Vital:
HP: 56/56, AC: 19 _ T: 14 _ FF: 15 _ Perception +10/+13 in dark, Initiative: +6, Sense Motive +7, Fort +7 _ Ref +8 _ Will +6 (+8 vs. enchant) _ CMB: +8 _ CMD: 22, Speed: 30

Classes/Levels

Skills:
Acrobatics +11, Appraise +9, Climb +7, Diplomacy -1, Heal +8, Escape Artist +4, Handle Animal +3, K(A, H, P, N, R) +10, Linguistics +11, Ride +9, Stealth +11, Survival +10, Spellcraft +13, Swim +9

Strength 16
Dexterity 18
Constitution 16
Intelligence 21
Wisdom 14
Charisma 8

About Keston Bane

Ranger – 1st – Speak with animals and pass without trace
Lvl - # - spells prepared
Orision – 4 – Detect Magic, Read Magic, Arcane mark, prestigitation, and Transmutation spell slot (Message)
1st – 5 – Transmutation spell slot ()
2nd – 3 – Detect thoughts, Scorching ray, Invisibility, and Transmutation spell slot ()
3rd – 2 – Lightning bolt, Haste, and Transmutation spell slot ()
4th –

Wizard book/spellbook:

O – all, except necro and enchantment
1st – Animate rope, expeditious retreat, feather fall, magic weapon, reduce person, color spray, burning hands, magic missile, shocking grasp, comprehend languages
1st – learned from scrolls: all but prohibited schools
2nd – Detect thoughts, Scorching ray, Invisibility, Cat’s Grace
2nd learned by scrolls: Bull’s str, Bear’e endurance, Alter self, Fox’s cunning, Eagle’s splendor, Knock, make whole, Rope trick, spider climb, scorching ray, shatter, see invisibility, web, arcane lock, resist energy
3rd – Lightning bolt, Haste
4th –

10% Arcane spell failure

14 +2=16
14 +2+2 Enhancement=18
14 +2=16
17 +4=21
14 = 14
10 -2 = 8

Character:

Keston Bane with his owl familiar
Male Shadow Elf. Ranger (Freebooter) 5/Wizard 5
CN Medium ‘Humanoid’ Native outsider
Init +6; Perception +10(+13 in darkness or shadows), darkvision 60 feet
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Defense
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AC 19, touch 14, flat-footed 15 (+1 Mithril chain shirt +5, +4 Dex)
hp 56/56 (1d10+3); [10,7,9,8,7] DR 5/silver, cold resistance 5 and electricity resistance 5
Fort +7, Ref +8, Will +6 (+2 racial bonus on saving throws made against enchantment spells and effects.) Immune to sleep.
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Offense
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Speed 30 ft.
Melee Dagger +8 (1d4+1/19-20)
MW scimitar +9 (1d6+1 / 18-20)
Warhammer +8 (1d8+1/x3)
Ranged sling +10 (1d4+2) 50 ft., +1 Returning adamantine bullet
Ranged MW Composite Longbow (str +3) +10 (1d8+3/x3) 120 ft.

Base Atk +5; CMB +8, CMD 22

Feats: (1w)Scribe Scroll, (1r) track, (1) point blank shot, (3r) endurance, (3) Craft Wondrous Item, (5) Craft wand, (5w) Spell Mastery

Special abilities: Freebooter's Bane, wild empathy, Combat Style Feat: precise shot, Freebooter's Bond
Traits:
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
Regional (forest): Much of your time was in the trees, not climbing them, but jumping from one tree branch to another, through the grace of your race and the amount of branch hopping in your youth, you can classify acrobatics as a Class skill and gain a +1 trait bonus to the skill.

Skills: CS=class skill
Acrobatics +11 (3 rank, +3 CS, +4 Dex, +1 trait)
Appraise +9, (1 rank, +3 CS, +5 Int)
Climb +7, (1 rank, +3 CS, str +3) (0 ACP)
Craft (armor) +11, (1 rank, +3 CS, +5 Int, +2 MW items)
Diplomacy -1, (0 rank, -1 Cha)
Handle Animal +3, (1 rank, +3 CS, -1 Cha)
Heal +8, (1 ranks, +3 CS, +2 Wis, +2 Kit)
Intimidate +3, (1 rank, +3 CS, -1 Cha)
K (arcane) +10, (2 ranks, +3 CS, +5 Int)
K (dungeoneering) +10, (2 ranks, +3 CS, +5 Int)
K (Geography) +10, (2 ranks, +3 CS, +5 Int)
K (Nature) +10, (2 ranks, +3 CS, +5 Int)
K (history) +10, (2 ranks, +3 CS, +5 Int)
K (planes) +11, (3 ranks, +3 CS, +5 Int)
K (religion) +10, (2 ranks, +3 CS, +5 Int)
Linguistics +11, (3 ranks, +3 CS, +5 Int)
Perception +10/+13 (5 ranks, +3 CS, +2 Wis, +3 Owl in darkness or shadows)
Profession sailor +7, (2 rank, +3 CS, +2 Wis)
Ride +9, (2 ranks, +3 CS, +4 Dex)(0 ACP)
Sense Motive +7, (1 ranks, +3 CS, +2 Wis, +1 trait)
Stealth +11, (4 ranks, +3 CS, 43 Dex) (0 ACP)
Survival +10, (5 ranks,+3 CS, +2 Wis)
Spellcraft +13, (5 ranks, +3 CS, +5 Int)
Swim +9, (3 ranks, +3 CS, +3 str) (0 ACP)

Languages: Common, Elven, Draconic, Shae, Abyssal, Auran, Celestial, Infernal, Sylvan, and Terran


Wizard:

RESTRICTED SCHOOLS: ENCHANTMENT, NECROMANCY
Spell Mastery
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all. Lightning bolt, Haste, Detect thoughts, Scorching ray, Invisibility
Prerequisite: 1st-level wizard
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
OWL – FAMILIAR, NATRUAL ARMOR +3, INT 8, SPEACIAL: ALERTNESS, IMP. EVASION, SHARE SPELLS, EMPATHIC LINK, DELIVER TOUCH SPELLS, SPEAK WITH MASTER.

background:

Bane tells of his background to anyone who will buy him a drink. It is a tale to learn from him and one to understand to never believe what others tell you fully. It is a tale of betrayal and the plot always twists when you think it should stay the course. Several individuals have heard him tell it to another, and question which story is true, for the basic frame is the same, though many details are changed. “If you can’t dicepher the truth in my story, then you don’t deserve it!” He remarks to the simple minded who have heard two of the stories and question him on it.

Appearance:

Tall and lean Bane the elf holds his posture straight and true, all 5’9”. His frame is about average for most elves; though you can tell that he is very fit and there is no extra weight on his frame. He appears to be ageless, with not a single grey hair in the pure stark black hair. His unnaturally straight hair is kept in a topknot, though if let out the hair touches the back of his knees. His eyes are a deep blue some would say if you looked into them your own heart could freeze over, they never show emotion in public and it will take quite a bit of time until he lets another be called friend. His untarnished pale skin is spotless.

Gear:

10,500 gp
2 Cure light wounds wands 750+750
23 scrolls 1st level, to have been learned and put into spellbook 25gpx23= 575
15 scrolls 2nd level, to have been learned and put into spellbook 150gpx15=2250
Belt of healing 750gp
Mithril chain shirt +1, 2100gp
Spellbook (2)
+1 Returning adamantine bullet 420 gp
+1 Returning cold iron arrow 367 gp
+1 Returning adamantine arrow 420 gp
+1 Returning silver arrow 367 gp
MW scimitar 300gp
Ranged MW Composite Longbow 700 gp
Headband of Intellect +2 2000gp (not factored in, Makes Intelligence 23)

On person: Headband of Intellect +2(3), 3 potions of cure light (1d8+1), belt pouch (chalk)(1/2), signal whistle, Healer’s kit (1), dagger(1), sling, Mithril Chainshirt (15), cold weather outfit, silver holy symbol, sling, 4 Returnings (1), scimitar (4), warhammer (5), small steel mirror (1/2), coins (1) and an everburning torch (1) Total weight: 52

Backpack (2): Bedroll(5), 5 bells, winter blanket(3), 5 candles, fish hook, 5 fishing line, 5 rations (5), 2 sacks(1), four tindertwigs, a survival Kit (5), collapsible grappling hook (3), silk rope 50 ft.(5), spade (8), bottle of wine(1), 1/2 lb. of soap, fishing kit(3), gear maintenance kit(2), Chronicler’s Kit(4 ½),
Total weight: 63

Chronicler’s Kit: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration. (4 ½ lbs.)

Fishing kit: This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).(3 lbs.)

Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.)

MW Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Freebooter:

Freebooter
A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles. Her specialized combat tactics help organize and direct a crew, and freebooters’ talents are in high demand. Most freebooters work as independent agents. A freebooter signs on with a crew when she feels the urge to travel, and often moves to a new ship when her contract ends.
The freebooter is an archetype of the ranger class.
Freebooter's Bane (Ex)
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy.
Freebooter's Bond (Ex)
At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rollswhen flanking with the freebooter or with another ally affected by this ability.
This ability replaces hunter’s bond.
Fast Swimmer (Ex)
Starting at 7th level, a freebooter may swim half her speed as a move action or her normal speed as a full-round action with a successful Swimcheck. The freebooter gains a +2 bonus on Swim checks.
This ability replaces woodland stride.


Enhancement School:

Associated School: Transmutation.
Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.