Thorn's End Guard

Kevros Droverson's page

1,770 posts. Alias of Anderlorn.

Full Name



HP:50/50 | AC:21 | T:15 | FF:17 | Low-Light Vision | Perception:(+16) | Initiative:+7 | F:+6 | R:+6 | W:+6 | CMB:+9 | CMD:24 | Speed:30 | Ammo:32/40 | V.Channel:4/4 | MF:5/5 | Spells:@/6/5 |


Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)


Half-Elven Male Adult





Special Abilities



Lawful Good




Elkheart, Realm of Greenwatch, (former Stolen Lands to some)


Celestial, Common, Elven, Hallit, Orc, Terran


Greenwatch Warden of the Sword (Marshall)

Homepage URL

Current Charter Kingdom Tracker

Strength 18
Dexterity 23
Constitution 12
Intelligence 14
Wisdom 12
Charisma 19

About Kevros Droverson

Male Half-Elven Fighter Archer/Life Warsighted Oracle of Erastil/Gestalt 5 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 104)
LG Medium Humanoid (Elf, Human)
Init +8; Senses: low-light vision; Perception: (+16)
AC: 21, Touch: 14, Flat-footed: 17 (+6 armor, +4 Dex; +1 Shield (buckler))
HP: 50 (5d10+CON:10(5(2))+FC:5(5(1))
Fort: +6, Ref: +7, Will: +6; +2 vs. enchantments
Immune: Sleep
Speed: 30 ft.
Ranged: Bow of Erastil Single Shot +14 (2d6+8+1d6(Fire)/19-20/×3)
. . Bow of Erastil Rapid Shot +12/+12 (2d6+8+1d6(Fire)/19-20/×3)
. . Bow of Erastil (+1 Enchantment, Adaptive STR +4, Permanent Enchantments (Keen Edge, Gravity Bow))
Special Attacks:
. . Point-blank Shot (+1 ATK/+1 DAM up to 30'),
. . Rapid Shot (+1 extra shot, -2 ATK penalty),
. . Trick Shot: Disarm (Disarm with a bow at 30' and -4 CMB),
. . Precise Shot (No penalty firing into melee),
. . Weapon Focus/Specialization (Longbow) (+1 ATK/+2 DAM using Longbows),
. . Battle/Wrath Variant Channeling (5/day, 3d6 plus 2 channel bonus, DC:16).
Path of War Special Ability (Initiator Level: 5th, Modifier: +4, Level = 1/2 CL (2) + Mod (4); Cha Mod: +4)
. . Stance of Piercing Rays (SU) (+1d6 Magical Fire to each attack, +1d6 @ 6th, 11th, and 16th)
Martial Flexibility: (5/day, 1 Active, Dur: 1 Min (10 rounds), MA-Activate/Change, Change ends the last, resets timer)
. . Point-blank Master (No AoO while shooting in melee),
. . Improved Initiative (+4 to init),
. . Channel Force (5/day, 3d6 Force Damage),
. . Improved Unarmed Strike (Unarmed Damage becomes lethal),
. . Mounted Combat,
. . Any Pre-Qualified Combat Feat
Oracle (Warsighted) Spells Known: (CL 5th; Concentration +9)
. . 2nd (5/day)—(DC:16)-Cure Moderate Wounds, Grace, Communal Protection from Evil, Lesser Restoration, Reach Cure Light Wounds (35', 1d8+5)
. . 1st (7/day)—(DC:15)-Abundant Ammunition, Bless, Cure Light Wounds, Detect Undead, Divine Favor, Shield of Faith
. . 0 (at will)—(DC:14)-Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . Metamagic Feats: (Reach) Spell
. . Mystery: Life
. . Curse: Tongues - Can only speak Celestial and/or Terran during combat.
Str: 18 (+4), Dex: 23 (+6), Con: 14 (+2), Int 14 (+2), Wis: 14 (+2), Cha: 19 (+4)
Base Atk: +5; CMB: +9; CMD: 25
Feats: Point-Blank Shot, Precise Shot, Rapid Shot, Reach Spell, Skill Focus (Stealth), Weapon Focus (Longbow), Weapon Specialization (Longbow).
Traits: Elven Reflexes (+2 Init), Pioneer (Horse, +1 Perception), Seeker (+1 Perception, Perception Class Skill).
Skills: Climb +5, Craft (Weapons) +4, Diplomacy +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (religion) +8, Perception (+16), Profession (soldier) +6, Ride +9, Sense Motive +7, Spellcraft +8, Stealth +8, Survival +7, Swim +5; Racial Modifiers: +2 Perception.
Languages: Celestial, Common, Elven, Hallit, Orc, Terran.
SQ: Elf Blood, Oracle's Curse (Tongues [Celestial, Terran]), Revelation (Channel), Trick Shot (trick shot: Disarm).
Combat Gear: Elven Chain, Buckler(Erastil Holy Symbol), Bow of Erastil, 40 Arrows in (2) Quivers.
Field Gear: Soldier's Uniform, Handy Haversack (HH), Bedroll in Waterproof Bag#1 (HH), Left belt pouch (Belt), Right belt Pouch (Belt), Candle(10) (HH), Flint and Steel (L.Pouch), (3/3) grappling arrow (Wrapped, HH), Hemp Rope (50 ft.) (HH), Mess Kit (HH), Trail Rations (5) (HH), Waterskin (HH), Whetstone (R.Pouch), Extra (60) Arrows in (3) Quivers (HH), Lenses of Perception +2.
Coin: 7 pp, 32 gp (46/116 lbs, 350 max, Light, 29.28/120 (HH)).
Hala Tack and Gear: Mithral Light Chain (Chain Shirt) Barding, Bit and Bridle, Horse Blanket, Riding saddle, Saddlebags, Shaving Brush (Waterproof Bag #2), Chewing Stick (Waterproof Bag #2), Comb (Waterproof Bag #2), Shaving Cup (Waterproof Bag #2), Feed (per day), Hairbrush (Waterproof Bag #2), Mirror (x2) (Waterproof Bag #2), Nail file (Waterproof Bag #2), Cooking Pot (Saddle), Scissors (Waterproof Bag #2), Shaving Powder (50/50) (Waterproof Bag #2), (2) Silk Rope (50') (Saddle), Small Tent (Saddle), Soap(x2) (Waterproof Bag #2), Sponge (Waterproof Bag #2), Straight Razor (Waterproof Bag #2), Tooth Powder (Waterproof Bag #2), Torch (10x) (Waterproof Bag #3), Waterproof Bag #2 (Saddlebags), Waterproof Bag #3 (Saddlebags) (144/399 lbs, 1200 max, Light).
Special Abilities
Armor Proficiencies (Light, Medium, Heavy): Can use any armor without penalty.
Battle/Wrath Variant Channeling (±2 Sacred) Grants a bonus/penalty to damage and confirming criticals.
Battle/Wrath Variant Channeling 3d6 plus 2 channel bonus (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Shield Profiencies (Buckler, Light, Heavy, Tower):All shields can be used without penalty.
Tongues (Celestial, Terran) You can only understand and speak two languages in combat.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Weapon Profiencies (Simple and Martial): Can use simple and martial weapons without penalty.



Hala CR –
Combat Trained Heavy Ghost Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses: Low-light Vision, Scent; Perception: +8
AC 19, Touch 13, Flat-footed 15 (+4 armor, +4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft., Ethereal Jump: 400' (Ethereal)
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Light Armor Proficiency, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Perception +8
SQ combat riding
Hala Tack and Gear: Mithral Light Chain (Chain Shirt) Barding, Bit and Bridle, Horse Blanket, Riding saddle, Saddlebags, Shaving Brush (Waterproof Bag #2), Chewing Stick (Waterproof Bag #2), Comb (Waterproof Bag #2), Shaving Cup (Waterproof Bag #2), Feed (per day), Hairbrush (Waterproof Bag #2), Mirror (x2) (Waterproof Bag #2), Nail file (Waterproof Bag #2), Cooking Pot (Saddle), Scissors (Waterproof Bag #2), Shaving Powder (50/50) (Waterproof Bag #2), (2) Silk Rope (50') (Saddle), Small Tent (Saddle), Soap(x2) (Waterproof Bag #2), Sponge (Waterproof Bag #2), Straight Razor (Waterproof Bag #2), Tooth Powder (Waterproof Bag #2), Torch (10x) (Waterproof Bag #3), Waterproof Bag #2 (Saddlebags), Waterproof Bag #3 (Saddlebags) (144/399 lbs, 1200 max, Light)
Special Abilities
Armor Proficiency (Light) Able to use Light Barding w/o penalty.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Ethereal Jump Move action into Ethereal Plane and fly at 400', MA to exit.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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Kingmaker Notes:

Current Date: 8th of Pharast

Notable NPCs

1. Alkron - Wizard Mercenary under our retainer.
2. Saren - Drunken Fighter\Bouncer Mercenary under our retainer. Requesting membership as a Warden.
3. Stalker - Elven Ranger, former Mercenary under our retainer, now Warden.
4. Captain Kesten Goress - Captain of the Guard from Restov, at Oleg's Trading Post.
5. Oleg and Svetlana Leveten - Owners of Oleg's Trading Outpost, our current HQ.
6. Narcissa - Cleric Mercenary under our retainer, MIA and Whereabouts Unknown.
7. Jeweler and Personal Guards - Appear to be shady and we did not hold because there was\is no evidence. We warned and released.
8. Krassk - who is afraid of Kevros, merchant, and currently living at Oleg's.
9. Vale
10. Siph is around doing strange things with her magics, but it looks to be productive so most leave her alone.
11. A priest of Erastil named Jhod Kavken, a traveling cleric and hunter who claims to have heard of the exploration charter and came to Oleg’s to offer his help.
12. A woodcutter and trapper who has found solace here until the bandits are under control some more goes by the name Bjorne Adolson.
13. A strange fellow with a hump, Loggin's, Jace Loggins. He has not really told anyone what he was up to, but has been helpful with construction and finding wood.

A. Both Stalker and Saren have not earned the trust of Angeus and therefore can not be Wardens at this time.

B. Oleg's current Guard count - Captain Kesten and (4) Guards.

C. Current Bandit count, 9 + Vale

D. The charter was made on 24th day of Calistril, (February). I don't know how many days that is has been, but we will be keeping track now. I am going to say it has been 12 days. So it is now, the 8th of Pharast, (March). Unless someone want to go back an be more accurate, feel free.

E. Saren, Alkron The Wizard, Stalker, and Narcissa were hired.

Ivory Lass Map, Oleg's Trading Outpost Map, Stolen Lands Map, Simple\Awesome Crests (Broken Links?), Current Treasure list, Charter, and Wanted Board are under the "Campaign Info" Tab.



1. Tomes and Manuals to increase attributes,

2. Magical Items that increase attributes,

3. Composite Longbow +2 or better and keep current enchantments,

4. Mithral Buckler, Chain, or Elven Chain with magical bonuses,

5. Handy Haversack or better,

6. Special Mount,

7. Beneficial Magic Items.

Helpful (Magical) Items from the books usually used in all games or can be.



1. Dynamic Magic Items (leveling) such as Cloak and Boots of Elven Spirit from official material.

2. GM bonuses to Attributes.

3. Special Abilities (like Immunities) not granted by Race or Class.

4. Dynamic Magic (leveling) Items of our own design (I have a cool and reasonable Longbowstaff of Erastil design in my mind).
. . Longbowstaff of Erastil (Living Steel, +5 Enchantment, Permanent Enchantments (Bowstaff, Gravity Bow, Keen Edge), adaptive, impervious, distance, holy, impact)

Dynamic Leveling Progress
1. Bowstaff (Level 1 Spell, Longbow can be used as a Quarterstaff as well)
2. +1 Enhancement (ATK/DAM)
3. Keen Edge (Arrows do critical on 19-20)
5. Gravity Bow (Arrows increase damage by 1 die or 2d6 damage)
6. +2 Enhancement (ATK/DAM)
7. Becomes Living Steel (bow parts turn into living metal special material)
8. Impervious (increase in sturdiness/hardness)
9. +3 Enhancement (ATK/DAM)
10. Adaptive (Auto-Strength Bow)
12. +4 Enhancement (ATK/DAM)
13. Distance (first bow range increment increases)
15. +5 Enhancement (ATK/DAM)
16. Holy (2d6 vs evil)
18. Impact (staff increase damage by 1 die or 1d8 damage)

5. Special Magic items like Quivers of Endless Arrows or Gauntlets of the Ioun (Gauntlets that allow you to add Ioun stones to them that not only protects them but allows you to use the Ioun stone like it was orbiting you.)

6. Leadership feat as a GM Bonus feat at level 7.

Helpful (Magical) Items that are either creative or from the books usually not used in every game.



Character Advancement:

Fighter (Archer)

1. Hawkeye (Ex) At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet at 2nd. (+1 Perception, bow range increase by 5'), 6th. (+2 Perception, bow range increase by 10'), 10th. (+3 Perception, bow range increase by 15'), 14th. (+4 Perception, bow range increase by 20'), 18th. (+5 Perception, bow range increase by 25'), This ability replaces Bravery.[/s]

2. Trick Shot (Ex) At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. At 3rd, 7th, 11th, 15th, 19th, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal. At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4), This ability replaces Armor Training 1, 2, 3, and 4.

3. Expert Archer (Ex) At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 at 5th, 9th, 13th, and 17th, This ability replaces Weapon Training 1.

4. Safe Shot (Ex) At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow, this ability replaces Weapon Training 2.

5. Evasive Archer (Ex) At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level, this ability replaces Weapon Training 3.

6. Volley (Ex) At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature, this ability replaces Weapon Training 4.

7. Ranged Defense (Ex) At 19th level, an archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat, this ability replaces Armor Mastery.

8. Weapon Mastery (Ex) At 20th level, Longbow criticals are auto-confirmed, critical damage multiplier increases by 1 (x3 --> x4), and can not be disarmed.

Fighter (Archer) Level Progression (Subject to change)

1. Point-Blank Shot
2. Precise Shot
4. Rapid Shot
6. Manyshot
8. Deadly Aim
10. Combat Reflexes
12. Snap Shot
14. Improved Snap Shot
16. Hammer the Gap
18. Weapon Focus (Longbow)
20. Weapon Specialization (Longbow)

Life Warsighted Oracle of Erastil

1. Mystery (Life), Oracle’s Curse (Tongues), Orisons (Updated), Revelation (Cleric Channeling), Spells (Updated), *
2. Mystery Spell (Detect Undead - Auto Added), Spells (Updated)
3. *Warsighted (MA 1 Feat at 1st Level), Spells (Updated)
4. Mystery Spell (Lesser Restoration - Auto Added), Spells (Updated)
5. Spells (Updated)
6. Mystery Spell (Neutralize Poison), Spells
7. Warsighted (SA 1 Feat, MA 2 Feats)
8. Mystery Spell (Restoration), Spells
9. Spells
10. Mystery Spell (Breath of Life), Spells
11. Warsighted (FA 1 Feat, SA 2 Feats, MA 3 Feats)
12. Mystery Spell (Heal), Spells
13. Spells
14. Mystery Spell (Greater Restoration), Spells
15. Warsighted (IA 1 Feat, SA 3 Feats), Spells
16. Mystery Spell (Mass Heal), Spells
17. Spells
18. Mystery Spell (True Resurrection), Spells
19. Revelation (Lifesense 30'), Spells
20. Final Revelation (Lots of Good Stuff), Warsighted (SA 1 or, 2 or, 3 Feats), Spells

Level UP HP Rolls

1st. Max 10
2nd. 1d10 => 3
3rd. 1d10 => 6
4th. 1d10 => 9
5th. 1d10 => 7

Level Advancement Attributes

4. +1 Wis
8. +1 Cha
12. +1 Cha
16. +1 Cha
20. +1 Cha

Level Advancement Feats (Subject to change)

1. Weapon Focus => Superior Summoning (lvl 19)
3. Weapon Specialization => Warrior Priest (Lvl 20)
5. Reach Spell
7. Leadership (GM Bonus Feat I hope?), Selective Channeling
9. Selective Channeling
11. Summon Good Monster
13. Spell Focus (Conjuration)
15. Augment Summoning
17. Quicken Spell
19. Combat Casting

Tracking GM Gifts:

Xmas Gift +1 to STR
Erastil's Gift +2 to CHA.
Sulvanni's wishes +3 Dex/Cha