Shalelu Andosana

Lady Lillyon Brightmoon's page

2 posts. Alias of Cap_Wombat.


Full Name

Lady Lillyon Brightmoon

Race

Elf

Classes/Levels

Ranger L1

Gender

Female

Size

M

Age

117

Alignment

CG

Languages

Common + Elf + Infernal + Abyssal + Celestial.

Occupation

Tacker

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

About Lady Lillyon Brightmoon

About Lady Lady Lillyon Brightmoon

Ref Image

LN Medium Type (Subtype)

Init +3; Senses Sight + Dark-Vision 60' (light sensitivity); Perception +6

Description

Height: 5'10"
Eyes: Electric Blue
Hair: White
Skin: Pale
Sex: Female
Age: over 100

This wile looking elf lady is well spoken with good manners, there is a practical hardness to her however. Here is an elf used to being in charge and ordering others about, in others words a noble. The items she carrys from weapons to clothing are all very well made. She seems and acts like the lady she says she is. In educated she seems well informed with a fast and keen mind, at times. She looks like a tracker and rides a dire wolf.

CRUNCH:

--------------------
DEFENSE
--------------------
AC* 17, touch 13, flat-footed 14 (+3 Dex, +4 Armor )

HP 10 (10)

Fort +2, Ref +5, Will +2

Race
Resistance
Fire Resistance 5 [elf race]

--------------------
Movement modes
--------------------

Land Speed 30 ft,

--------------------
OFFENSE
--------------------

Melee
BAB+2 / ABR+2 STR+1

Ranged
BAB+4 / AB+3 Dex+3

Space 5 ft, Reach 5 ft

--------------------
SPECIAL ABILITIES
--------------------
Race:

--------------------
STATISTICS
--------------------
[semi-advanced Elf DNA ]
Str 13,+1 [+3]
Dex 16,+3 [+2 Race] [5p]
Con 10,+0 [-2 Race] [2p]
Int 14,+4 [+2 Race] [2p]
Wis 14,+2 [5p]
Cha 12,+1 [2p]

Base Atk +1;
CMB +4;
CMD +6 BAB+1 Str+1 Dex+3 size+0

Cold Iron Rapier TH+4 DMG 1D6+1 Crit18/20 x2.
Cold Iron Dagger TH+4 DMG 1d4+1 Crit19-20 x2

Feats and Traits:

From Levels
1:

Race:
*Bows + Longsword, Rapier and any weapon with elf in name.

Class:
1:

Traits:
1: Rich parents [Family] +900GP (Social)
2:

Drawback
1: Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

She is slightly Paranoid about Her Mortal Enemy Master Boris Bru-Vain being behind actions related to her.

Skills:

Skill Points [9(6+2+1)]

+2 Acrobatics(+2dex, 0rank)
+8 Appraise(+4int, 1rank)<
+8 Autohypnosis* (+1Wis 3Rank)<
+6 Bluff (+1Cha 1Rank +1Trait)<
+1 Climb(+1str, 0rank)
+8 Craft(Gun Smith)(+4int, 1rank)<
-- Disable Device (+4int, 0rank)
+6/+8 Diplomacy (+1Cha +1Rank +1Trait)< see race
+1/+10 Disguise(+1cha, 0rank) (item)
+2 Escape Artist(+2dex, 0rank)
+1 Heal (1wis 0rank)
+1 Handle Animal (+1Cha +0Rank)
+6/+8 Intimidate (+1Cha +1Rank +1Trait)<
+8 Knowledge (Dungeoneering) (+4int, 1rank)<
+8 Knowledge (Engineering) (+4int, 1rank)<
+8 Knowledge (Geography) (+4int, 1rank)<
+8 Knowledge (History) (+4int, 1rank)<
+8 Knowledge (Local) (+4int, 1rank)<
+8 Knowledge (Nature) (+4int, 1rank)<
+8 Knowledge (Nobility) (+4int, 1rank)<
+8 Knowledge (Planes) (+4int, 1rank)<
+8 Knowledge (Psionics/Arcana) (+4int, 1rank)<
+8 Knowledge (Religion) (+4int, 1rank)<
+8 Linguistics(+4int 1rank)<
+6 Perception(+2wis, 1rank)<
+5 Ride (+1Str +0ranks)
+1 Perform (---) (+1Cha 0Rank)
+5 Profession (Spy) (+1Wis +1Rank)<
+6/+8 Sense Motive(+1wis, 2rank)< see race
-- Sleight of Hand(+2dex, 0rank)
+8 Spell/Psionic craft(+4int, 1rank)<
+2 Stealth(+2dex, 0rank)
+1 Survival(+1Wis 0rank)
-3 Swim (+1 Str 0rank -4Trait)
+5 Use Magic Device(+1cha +1Rank)

Concentration +13 (4ML+4INT+3Item+2Trait)
Psionic Focus and taking 15

< = Class feat other Skill

RaceElf:

Race Elf

Racial Traits

Ability Score Racial Traits:
Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size:
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:
Elves are Humanoids with the elf subtype.

Base Speed:
Elves have a base speed of 30 feet.

Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Elemental Resistance:
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.

Fire Resistance 5 [From Being in the world wound]

keen senses.
keen senses.

Envoy:
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following
1: Comprehend languages 1/day
2: Detect Poison 1/day
3: Detect Magic, 1/day
4: Read magic/Psionic tattoo 1/day.
The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Weapon Familiarity:
Elves who get trained to be proficient with longbows (including composite longbows), and shortbows (including composite shortbows), as well as longswords, rapiers and weapons with the word “elven” in its name as a martial weapon.

Senses Racial Traits
Darkvision:
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Class Ranger:

Favored Enemy (Ex): Outsider (evil)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.