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About Lev FeybaneA character in Wrath DM's Kingmaker campaign. This game is no longer in progress. HD: 4d10 +1 (Con) +4 (Favored Class) (38 HP)
Init: +4 = +2 (Dex), +2 (Reactionary Trait)
Fortitude: 6 = +4 (Base), +1 (Con), +1 CoR; Reflex: 8 = +4 (Base), +3 (Dex), +1 CoR; Will: 3 = +1 (Base), +1 (Wis), +1 CoR Armor Class: 19 = 10 (Base) +3 (Dex) + 6 (Breastplate)
BAB: = +4
Breastplate (+6 AC, MD +3, ACP -2, Speed 20 ft, 30 lbs.) +1 Greatsword: +9 2-Handed Melee (2d6+7, 20 x3, 8 lb, S)
Skills Acrobatics: +8/ +6 (without armor/ with armor) = +3 (Dex) +0 (Rank) +5 (Item)
Feats
Rapid Shot (2nd Level-Combat Style):
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Endurance (3rd Level Ranger Bonus):
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Quick Draw (3rd Level Feat):
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Favored Class: Ranger = +1 Hit Point (1st, 2nd, 3rd, 4th lvl). Class Abilities:
Favored Enemy: Fey (+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fey. +2 bonus on weapon attack and damage rolls against them. May make Knowledge Skill checks untrained when attempting to identify these creatures. Track: Adds half of levels to Survival skill checks made to follow or identify tracks (+1). Wild Empathy: Can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result (-1). The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Combat Style Feat: Archery Favored Terrain: Forest The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Hunter's Bond: Animal Companion (Veles - Great Cat) You form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
Prepared Spell: Entangle Potential Spells:
Alarm: Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature. Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm. Animal Messenger:
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example). Charm Animal:
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. Entangle:
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion. Longstrider:
Resist Energy:
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Speak With Animals:
Racial Abilities:
Low-Light Vision: See twice as far as a human in conditions of low-light. Adaptability: Receive Skill Focus (Perception) as a bonus feat. Elf Blood: Count as both elves and humans for effects related to race. Elven Immunities: Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Receive +2 racial bonus on Perception skill checks. Multitalented: Choose two favored classes at first level and gain +1 hit point or +1 skill point whenenver they take a level in either one of those classes. Languages: Begin play speaking Common and Elven. Traits:
Noble Family - Medvyed: Your family has long had a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.” Reactionary:You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on Initiative checks.
Marshal NPC::
NPC: Nikolai Boravus, an old acquaintance of Lev, is an accomplished scout and woodsman. In his later 30's, he has grown tired of the increased restrictions on hunting and trapping back in Restov and when learning of the new lands in the Greenbelt, decided to re-settle there. He was surprised to find Lev at Oleg's fort and when he learned that the ranger was to be Marshal of the new kingdom he accepted a position as Head Forester. Known Languages
Encumbrance & Carrying Capacity
Equipment:
Worn: Cloak of Resistance +1, Boots of Elven Kind (feet), Breastplate, Staglord Helm, Greatsword (Back Baldric), +1 Composite Longbow - +2 Str Dam - (shoulder harness), Common Arrows x 100 (shoulder quiver), Blunt Arrows x 40 (shoulder quiver), dagger x2 (Belt), Pouch x2 (Belt), MW Handaxe (Belt), Backpack (Back). Inside Pouches:
Inside Backpack:
Carried on horse: +1 Ranseur, Bullseye Lantern, Grappling hook, bedroll. Total of 28 lbs. Coin: 5 pp, 76 gp, 533 sp, 1855 cp (More to be added)
Appearance:
Lev Feybane is 6'1" and slender, with unruly brown hair and cold ice-blue eyes. His face is weathered beyond his years from constant exposure to the elements and his skin has been tanned to a dark, nutty brown. Though his hair is long enough to cover the slight tilt of his ears, he shows no inclination to hide his elven blood, brushing the hair back with his fingers when in conversation with others. He carries a greatsword in a baldric on his back and a composite longbow over his shoulder. The first impression one would get of him is of iron determination. He has little patience for tact or light chatter. He prefers to get straight to the point and pursues his tasks with a similar intensity of focus. Background:
Lev's birth, 26 years before, was quite a scandal to the branch of the Medvyad family he was born into. When his "father", Orig, first saw the undeniable elven cast to his ears, he ordered both Lev's mother, Galina Medvyad, and the infant expelled from the house. Galina, every bit as surprised as her husband, insisted that she'd never been unfaithful. It was only after a cleric powerful enough to discern the truth of her words had been called for that Galina was allowed back into the home. Lev, however, was not. Instead he was left to the care of a kitchen servant and the household eventually settled into an uneasy peace as they did their best to forget that the child had ever been born. Lev might have spent the remainder of his unwelcome life as a servant had it not been for a fortuitous turn: The kitchen servant, Nonna, turned out to be an uncommonly skilled cook and rose quickly amongst the staff. Nonna was also quite beautiful and captured the eye of one of the higher ranking guards of the household who married her and adopted the boy to raise as his own. So despite the tumultuous nature of his birth, Lev's early ones were not unhappy ones. He spent much of earlier years in the kitchen as a scullery boy until he was old enough to be taught the skills of blade and bow by his adoptive father, Danil. He spent much of his teenager years in the deep woods of the Gronzi Forest, where he was trained to track, hunt and fight in equal skill with blade as bow. Despite the privilege of the household -- Orig and Galina ruled their household generously and with great appreciation for the abilities of even the lowest of their servants -- a part of Lev was always aware of his status as an unwanted outsider. Nonna went to great pains to ensure that Orig and Galina did not so much as hear tales of the boy and Danil was always quickest to volunteer for the duties that took him and Lev deep into the forest. Naturally, a part of Lev's education concerned the respect and appreciation for the creatures of the forest, be they mundane or supernatural. He listened avidly to the tales of the fae folk and their mischievous nature. On the rare occasion where he encountered some sign of them, Danil was careful to educate Lev in ways to resist their ill magics. Though Danil's own connection to the Medvyad family was a distant one -- second cousin to a second or third cousin -- he instilled in Lev the virtue of the family's motto: "Endurance Overcomes All." Lev might not have been an accepted part of the family in any way but he was wise enough even as a child to understand that the motto was sound advice for dealing with his own unique circumstances. It wasn't until his 20th birthday that Lev learned the truth about his birth and the discovery changed the path of his life forever. Accepted as an adult and given his own responsibilities in service to the household -- Orig wasn't completely unaware of the young man's existence and after his anger had cooled had not been unwilling to see that he had a place, so long as it was out of sight and often away -- Lev was sent into the Gronzi Forest to escort a visitor back to Silverhall. The task was simple enough and it was a long return trip, alone, through the familiar woods. Along the way, he paused to hunt and left the road where he encountered one of the fey he had been taught to be wary of. The pixie had come out from where it was watching him and exclaimed, "Why, I know you! You're the son of Galina Medvyad!" And then he burst into laughter, laughing so long and hard that when he finally finished he was weeping silver tears. Lev, flustered and a little embarrassed to be the object of such mirth, demanded to know what the pixie found so funny. And because Lev clearly didn't know anything the pixie thought it would be amusing to tell him. Just over 20 years ago, the Pixie explained, two mortals had come into the woods together. An elf male had also come into the forest, and was camped not far away. The humans had been talking about having a child, and had come into the forest to seek Erastil's blessing. One of the fey happened to overhear the humans discussing their hopes for their trade, and was sufficiently amused by the young couple's hopes and fears to play a trick upon them. When Galina left their in the night to bathe in a nearby stream, the fey bewitched the Elven male and coaxed him to appear at the stream as well. There a glamor was used to make the elf appear as Galina’s husband and they lay together on the bank of the river, convinced that they were each with someone else. The elf returned to his camp and awoke the next day thinking he’d had an unusual dream; Galina woke beside her husband, never thinking that anything amiss had occurred. And nine months later, Lev was born, his features betraying the truth of that night’s activities. “And look at you now!” The pixie finished, delightedly. “You even have your father’s eyes!” The story enraged Lev; his entire life was the result of a trick, a mere joke for the amusement of a nameless fey? The pixie was powerful enough to escape the half-elf’s sword but on that day Lev vowed that the fey were his enemy for life. When he returned to his home he said nothing of what he learned. The information would do no one any good. But the knowledge that his true father was out there, somewhere, nagged at him and eventually he chose to leave his home in pursuit of that nameless elf. There were no answers in the greater world for him, however. He did not succeed in finding his father and even among elves he was not truly welcome; many of those he met in the days that followed urged him to abandon his quest for no Elven father could love a son with such tainted blood. So Lev wandered, unable to find his father or a place to belong. His desire for a place where an accident of birth was not a disadvantage grew even as his rage at the fey blossomed into hatred. Then, one day, he heard of an opportunity that might allow him a chance to find a home and get his revenge as well... Level Updates:
Level 2: HP + 7 (+5 Roll, +1 Con, +1 Favored Class) BAB + 1 Fort +1 Ref +1 Combat Style (Archery) Feat: Rapid Shot 6 Skill Ranks: +1 to Handle Animal, Perception, Stealth and Survival. +2 to Knowledge Nature. Level 3:
6 Skill Ranks: +1 to Handle Animal, Knowledge Nature, Perception, Ride, Stealth and Survival. Level 4:
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