Duelist

Landriss Nuellan's page

68 posts. Alias of AGM Lemming.


Classes/Levels

Perception +6 | Low-Light Vision | Speed 30' | Fey-Sighted: SLA Detect Magic | Spell Slots: Level 1: 2/2 | Inspiration: 4/4

Gender

Male Elf Investigator/Questioner 1 | HP: 8/9 | Init: +5/+7 in Forest | AC 14, Touch 13, FF 11 | BAB +0; CMB +0, CMD 13 | Fort: +1, Ref: +5, Will: +3 / +2 vs Enchantment |

About Landriss Nuellan

Character Name: Landriss Nuellan - Possibly taking the place of Will Stutely?
Character Race: Elf
Alignment: Neutral Good
Deity:

Current Moderator: EltonJ
Adventure: Robyn Hode in Greyhawk
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Gender: Male
Age: 138
Height: 5' 9"
Weight: 115 lbs
Eyes: Black
Hair: Blond
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Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Elven, Sylvan, Goblin, Orc
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Strength: 13 (3 points)
Dexterity: 16 (5 points, Race +2)
Constitution: 14 (5 points)
Intelligence: 16 (5 points, Race +2)
Wisdom: 12 (2 points)
Charisma: 10
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Hit Points: 10 (d8 +2)
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Armor Class: 14 (Base: 10, Dex +3, Armor +1)
Flatfooted Armor Class : 11
Touch Armor Class: 13

Silken ceremonial: +1 AC

Special Armor Class Notes: None
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Save vs. Fortitude: +2 (Base: +0, Con: +2)
Save vs. Reflex: +5 (Base: +2, Dex:+3)
Save vs. Will: +3 (Base: +2, Wis: +1)

Special Save Notes: +2 racial bonus on saving throws against enchantment spells and effects.
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Initiative Modifier: +5+7 (Dex: +3, Racial Trait: +2) - Guerrilla Tactics: +2 in Forest
Base Attack Bonus: +0
Melee Attack Bonus: +3
Ranged Attack Bonus: +3

Special Combat Notes: None
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Weapons:
Rapier 1d6 | 18-20/x2 | P
Dagger 1d4 | 19-20/x2 | 10' | P/S
Shortbow d6 | x3 | 60' | P
Arrows(20)
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Skills
Total skill points earned: 2/level (6 + Int(3) + Favored Class(1)) + Background 2 skill ranks/level

Investigator class skills: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Heal(Wis),
Intimidate(Cha), Knowledge(all)(Int), Linguistics(Int), Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int),
Stealth(Dex), Use Magic Device(Cha)

Acrobatics: = +3 (Dex 3)
Climb: = +1 (Str 1)
Disable Device: = +8 (Dex 3) 1 Ranks +3 [Class Skill] Trapfinder +1
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Heal: = +1 (Wis 1)
Knowledge (arcana): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (dungeoneering): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (local): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (nature): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Perception: = +6 (Wis 1) 1 Ranks +3 [Class Skill] Trapfinder +1
Ride: = +3 (Dex 3)
Sense Motive: = +5 (Wis 1) 1 Ranks +3 [Class Skill]
Stealth: = +9 (Dex 3) 1 Ranks +3 [Class Skill] Guerrilla Tactics +2 in forest, Inspiration +1d6
Survival: = +1 (Wis 1)
Swim: = +1 (Str 1)
Use Magic Device: = +7 (Int 3) 1 Ranks +3 [Class Skill]

Background Skills
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft: = +3 (Int 3)
Knowledge (geography): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (history): = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6
Linguistics: = +7 (Int 3) 1 Ranks +3 [Class Skill] Inspiration +1d6

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Feats & Traits:
1st Level: Weapon Finesse

Fleet-Footed: Run

Traits:
Combat: Guerrilla Tactics: +2 trait bonus on Stealth checks and Initiative checks in forests.
Magic: Pragmatic Activator: Use Intelligence instead of Charisma for Use Magic Device.

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Race: Elf
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
**** Elven Magic: Replaced by Fey-Sighted
**** Keen Senses: Replaced by Fleet-Footed
**** Weapon Familiarity: Replaced by Fleet-Footed
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.

Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

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Class: Investigator/Questioner
FCG: Increase the total number of points in the investigator’s inspiration pool by 1/3.

Spells: Bard Spells as equal level Bard using Intelligence instead of Charisma.

Inspiration: 4/day. (Int bonus & 1/2 Level): 1 point to add 1d6 to any skill check. 2 points to add to an attack roll or saving throw. Modifier is added after the die is rolled but before the result is known.
Inspiration is free for any Knowledge, Linguistics, or Stealth roll if the Investigator has any ranks in the skill.

Trapfinding: Add half level (minimum 1) to any perception or disable device for traps.

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Equipment & Gear:
Silken ceremonial: 30 GP, 4 lbs

Bronze Star for Temporary Deputy Lander Newn

Rapier 20 GP | 2 lbs
Dagger 2 GP | 1 lbs
Shortbow 30 GP | 2 lbs
Arrows(20) 1 GP | 3 lbs

Backpack 2 lbs, 2 GP - Total Weight: 13 lbs
Bedroll: 5 lbs, 1 SP
Waterskin 4 lbs, 1 GP
Rations, 2 days: 2 lbs, 1 GP

Pouch, Belt: 1 GP, .5 lbs: Total: 1.5 lbs
Thieves Tools 1 lbs, 30 GP
Flint and steel 1 GP

Total weight carried: 26.5 lbs
Armor: 4 lbs
Weapons: 8 lbs
Equipment: 14.5 lbs

Carrying capacity : Light -> 50 lbs, Medium -> 100 lbs

Starting Gold: 120 GP
Armor: 30 GP
Weapons: 53 GP
Equipment: 36 GP, 1 SP

Money: 9 Silver
+50 GP, https://paizo.com/campaigns/v5748p75j140d/gameplay&page=8#380
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Movement:
Base Speed: 30 ft.
Normal Speed : 30 ft. (Run 150 ft.)
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Magic:
Detect Magic as a spell like ability

Spells Known:
Cantrips: 4
Dancing Lights
Daze
Mage Hand
Prestidigitation
Level 1: 2
Cure Light Wounds
Silent Image

Spells per Day:
Level 1: 2 (Base 1 + Int(1))

Save DC: 10 + Spell Level + INT(?)
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Character History :
Landriss grew up in the elven community in Silverwood, in the Duchy of Ulek. His parents were caregivers to the trees that produced the sap used to create elven mead. He worked with the community for about 75 years until he decided to train for something else.

Landriss's parents had some minor use of magic. Landriss was fascinated by magic but lacked the discipline to learn from his parents. He was more interested in learning things about the world, history, how things happened and such. Watching people and figuring them out led him to train as an investigator. There wasn't really any need for his skills in the forest so he moved to Segor in Earldom of Linth in Keoland.

Segor was much larger than any community he had lived in. He earned a living for a while doing simple labor while he practiced his investigative skills, watching people, identifying activities of the criminal element. Most of the things he spotted he acknowledged but did nothing about. He didn't have the power to do much, but in a few rare cases he left notes for the legal authorities. He thought that he was doing good and wasn't noticed, until he was attacked in his home by a gang member that he had informed on. He'd been noticed, watching when he shouldn't have been watching.... Landriss was seriously wounded but survived the fight. He left the gang member alive but unconscious and headed back into the woods to his parents' home.

He stayed long enough to heal up and get bored again, then headed east into Ulek. This time he did things right though. He approached authorities, offering to work with them to take down criminal elements. After he had proven his capabilities he was assigned a strange case, tracking down a group of outlaws in the Silverwood. He accepted the mission and entered the wood with a small group of woodsmen and trackers but found nothing. A second time with a larger force also found nothing. Then he asked to try alone. Sneaking in and searching, living mostly off of the land he did finally find the group. Or, maybe they found him? Either way he was captured and brought into the bandit's camp.

He was held, minimally a prisoner but was also introduced to several members of the camp. They were the leaders, already known so he learned nothing useful to the authorities by meeting them. He met several others that weren't known, but names weren't given and they didn't share any information about them. They offered to escort him back out of the forest and return his equipment, but something made him reject the offer every time it was given. Eventually he earned trust, but he also started learning to trust some of the bandits. Over time he stopped thinking about them as bandits. He started asking about the charges that he'd heard about them and got their versions of the real stories.... Over time he analyzed the stories, and realized that the stories fit together, made sense far better than the charges he had been investigating.

He joined "the bandits".
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Treasure:
https://paizo.com/campaigns/v5748p75j140d/gameplay&page=7#346
Two composite shortbows, two hand axes, leather armor, and between them -- twenty nuggets of gold