Shalelu Andosana

Liyyuel Shadebow's page

6 posts. Alias of Diskordant.


Full Name

Liyyuel Shadebow

Race

Elf

Classes/Levels

Ranger(Infiltrator) 5

Gender

Male

Size

6'6" 142 pounds, Medium

Age

128 and 8 months

Alignment

Neutral(with Lawful and Good tendencies)

Deity

Aroden

Location

Mendev

Languages

Elven, Common, Draconic, Sylvan, Celestrial, Gnoll, Abyssal

Occupation

Mercenary Scout/Hunter

Strength 16
Dexterity 20
Constitution 12
Intelligence 19
Wisdom 15
Charisma 15

About Liyyuel Shadebow

Speed and Senses:

Speed: 30'
Init: +5
Perception: +12 Low-Light Vision

Defense:

HP: 46
AC: 21 (+5 Dex, +1 Deflection, +5 +1 Mithril Chainshirt)
Flat-Footed: 16
Touch: 16
CMD: 24
Fort: +5
Ref: +8
Will: +3 (+2 vs Enchantment)

Offense:

BAB: +5
Melee: +8
Ranged: +10
CMB: +8

Attacks
Standard Action

Elven Curve Blade: +8
Damage: 1d10 + 4, 18-20/X2

+1 Composite Longbow +3: +11 (+1 within 30')
Damage: 1d8 + 4 20/X3(+5 within 30')

Full Attack Actions:
+1 Composite Longbow +3: +9/+9 {+1 within 30')
Damage: 1d8 + 4 20/X3(+5 within 30')


Spells:

1st - Longstrider, Aspect of the Falcon

Race and Class Options:

Silent Hunter replaces Elven Magic
Adaptation replaces Favored Terrain

Favored Enemies: Outsider(Evil) +4, Humanoid(Human) +2
Combat Style: Archery, Precise Shot(2nd Level)
Adaptations: Outsider(Darkvision 60')
Hunter's Bond: Wolf Animal Companion


Derlandel(Animal Companion:

Wolf
Starting Statistics: Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities scent.
Feats: Dodge, Mobility

HP: 25
AC: 18 (+2 Dex, +2 Natural, +1 Dodge, +3 MW Studded Leather)
Flat-Footed: 15
Touch: 13
CMD: 16
Fort: +5
Ref: +5
Will: +1

Bite: +3, 1d6+3 and Trip
Trip: +3 vs CMD

Skills: Perception: +5(Scent)
Survival: +3


Traits:

Adopted(Human), World Traveler(Sense Motive), Scholar of the Great Beyond(Knowledge (planes))

Feats:

1st: Point Blank Shot
2nd: Precise Shot (Combat Style Feat)
3rd: Rapid Shot, Endurance(Ranger Bonus)
5th: Focused Shot

Skills:

Skill Points: 55 (6(class) + 4(Int mod) +1(Favored Class) = 11/level

Class Skills Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Trait Class Skills: Knowledge (Planes) (Int), Sense Motive (Wis)

Acrobatics: +10
Appraise: +4
Bluff: +2
Climb: +7
Craft: +4
Diplomacy: +2
Disable Device: -
Disguise: +2
Escape Artist: +5
Fly: +5
Handle Animal: +7
Heal: +8
Intimidate: +2
Knowledge (arcana): +4 (10 max)
Knowledge (dungeoneering): +12
Knowledge (engineering): +4 (10 max)
Knowledge (geography): +12
Knowledge (history): +6
Knowledge (local): +4 (10 max)
Knowledge (nature): +12
Knowledge (nobility): +4 (10 max)
Knowledge (planes): +13
Knowledge (religion): +5
Linguistics: +5
Perception: +12
Perform: +2
Profession: -
Ride: +5
Sense Motive: +11
Sleight of Hand: -
Spellcraft: -
Stealth: +18 (Penalties for moving reduced by 5, can run at -20)
Survival: +10 (+2 when tracking)
Swim: +7
Use Magic Device: -


Equipment:

On Luyyel
+1 Composite Longbow +3 2700
+1 Mithril Chainshirt 2100
+1 Cloak of Elvenkind 2500
+1 Ring if Protection 2000
Wand Cure Light Wounds (30 charges) 450

Elven Curveblade 80
120 Arrows 6
40 Blunt Arrows 4
60 Cold Iron Arrows 6
40 Flight Arrows 4
10 Smoke Arrows 100
MW Backpack 50
Waterskin 1
Bedroll 0.1
Handaxe 6
Whetstone 0.02
Rope(50' silk) 10
Explorer's Outfit
84.5 lbs

On Derlandel
MW Studded Leather Barding 200
3 Bear Traps 6
MW Pack 50
Waterskin 1
58 lbs


Cash on Hand:

PP: 22
GP: 5
SP: 8
CP: 8

Race Abilities:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is 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. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces the elven magic racial trait.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

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.


Ranger Info:

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): 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 or identify 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.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Adaptation (Ex): At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

At 8th, 13th, and 15th-level, the ranger chooses another one of his favored enemy types and selects one adaptation from that type's list, as well as an additional adaptation from any one list of a creature type he's selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. This class ability replaces favored terrain.

Hunter's Bond (Ex): The second option is to 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. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. 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.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.