Seltyiel

Machiel Valentius's page

5 posts. Alias of Shadow Dragon.


Full Name

Machiel Valentius

Race

N Half-Elf Male Hunter 1 | HP 14/14 | AC 17 / 12 T / 15 FF | CMD 15 | Fort + 4 Ref + 4 Will + 1|

Classes/Levels

Init + 2 | Perception + 10 (Low-light vision) | Speed: 40 ft. | Conditions: None | Animal Focus: 1/1 | Spells: 1st (2/2)

Gender

Male

Size

5'11" 155 lbs.

Age

24

Special Abilities

Orisons, Spellcasting, Animal Companion, Animal Focus, Nature Training, Wild Empathy

Alignment

Neutral

Deity

Green Faith

Location

Nirmathas - Phaendar

Languages

Common, Elven, Sylvan

Occupation

Hunter and ?

Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 13
Charisma 7

About Machiel Valentius

About Machiel Valentius

Machiel Valentius
Male Half Elf Hunter 1
N Medium humanoid (elf, human)
Init + 2; Senses: Perception + 10 (Low-light vision)

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Defense

AC = 17, touch 12, flat-footed 14 (+ 3 armor, + 2 shield, + 2 Dexterity)
HP = 14 (1d8 + 2+1+3)
Saves: Fort + 4 (+ 2 vs. disease), Reflex + 4, Will + 1 (+ 2 vs. enchantment spells and effects)

BAB = 0 CMB = + 3 CMD = + 15

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Offense

Speed 30 ft.

Melee

Scimitar (+ 3 to hit, + 3 to damage, 1d6 / 18-20x2), Deals S damage
Club (+ 3 to hit, + 3 to damage, 1d6 / x2), Deals B damage
Cold Iron Dagger (+ 3 to hit, + 3 to damage, 1d4 / 19-20x2), Deals P or S damage
Sap (+ 3 to hit, + 3 to damage, 1d6 / x2), Deals B damage - nonlethal

Ranged
Shortbow (+ 2 to hit, 1d6/x3), Deals P damage, 60' range
Arrows, Cold Iron (20) [2]

Cold Iron Dagger (+ 3 to hit, + 3 to damage, 1d4 / 19-20x2), Deals P damage, 10' range

Space: 5 ft.; Reach: 5 ft.

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Skills

Climb (1 rank, + 3 Str, + 3 class skill) = 7
Knowledge (Dungeoneering) (1 rank, + 1 Int, + 3 class skill) = 5
Knowledge (Nature) (1 rank, + 1 Int, + 3 class skill) = 5
Perception (1 rank, + 1 Wis, +3 class skill, +2 race, + 3 feat) = 10
Stealth (1 rank, + 2 Dex, + 3 class skill) = 6
Survival (1 rank, + 1 Wis, +3 class skill) = 5
Swim (1 rank, + 3 Str, + 3 class skill) = 7

Background Skills

Handle Animal (1 rank, - 2 Cha, + 3 class skill, + 2 trait bonus) = 4
Profession (Herbalist) (1 rank, + 1 Wis, + 3 class skill) = 5

Languages: Common, Elven, Sylvan

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Racial Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-light vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Traits:

Blight-Burned (Campaign)

You were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted fey attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly fungal disease and still bear a terrible scar from your ordeal. You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.

Wild Domesticator (Race)

Requirements: Half-Elf

Handle Animal is always a class skill for you. You gain a + 2 trait bonus on Handle Animal checks to train an animal, and can teach a trained animal one additional trick beyond its normal maximum.

Feats:

Skill Focus (Bonus Racial Feat)

Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

[b[Special[/b]: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Skill Selected: Perception

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Hunter Class Features:

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

Spells
A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.

The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.

A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).

Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Chaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

See the Hunter Animal Focuses section for a full list of Focuses from all sources.

Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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 hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

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

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Spell List:

Orisons [4 known]

Create Water
Light
Know Direction
Stabilize

1st Level Spells [2 known; 2 per day]

Cure Light Wounds
Entangle

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Inventory Tracking Sheet

Mundane Gear:

Explorer's Outfit
Studded Leather
Shield, Heavy Wooden
Scimitar
Cold Iron Dagger
Club
Sap
Shortbow
Arrows, Cold Iron (20) [2]
Bedroll
Blanket
Soap
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [2]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell components
Waterskin
Chalk [10]
Flint & Steel
Weapon Cord [2]
Bandolier [2]
Canvas (square yard) [5]
Grooming Kit
Mess Kit
Holy Symbol, wooden
Studded Leather Barding
Carnivore Feed (per day) [6]

Alchemical Gear:

Magic Items:

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Backstory:

Background Questions:

1. What is your character’s name?
Machiel Valentius.

2. How old is your character?
24 years old.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Machiel is 5'11” tall, 155 lbs. He has the bright green eyes common among elves and the black hair and pale skin common to Chelaxians. He is slender compared to a human but well-muscled. The most prominent feature is the large scar that stretches from his left cheek down his neck and across his chest – a remnant from being infected with Darkblight. (This explains his 7 Charisma and his Blight-Burn trait.)

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Due to spending more time in nature and around animals than people he tends to be quiet and reserved.

5. Where was your character born? Where were you raised? By who?
Machiel was born and raised in the enclave of Crystalhurst deep in the Southern Fangwood Forest. He was raised by his parents until the Darkblight claimed his father.

6. Who are your parents? Are they alive? What do they do for a living?
His father was Sabathanael and his mother is Caedia Valentius. His father was a druid and died from a Darkblight infection, which almost killed Machiel, and his mother is a priestess of the Green Cult.

7. Do you have any other family or friends?
He has a sister, Aredhel, who still lives in Crystalhurst with their mother. His best friend in Crystalhurst is Caranthis. Due to Machiel's departure he has not seen his mother, sister, or his best friend for two years.

8. What is your character’s marital status? Kids?
Single, no children.

9. What is your character’s alignment?
Neutral.

10. What is your character’s moral code?
Machiel is an adherent of the Green Faith and he shows respect and admiration for all things in nature. He is primarily concerned with protecting the Southern Fangwood from invasion – whether from Molthune or greedy hunters, trappers, loggers, etc. harvesting too much from the Fangwood.

11. Does your character have goals?
Protect the Fangwood first and foremost and Nirmathas from Molthune's territorial aspirations.

12. Is your character religious?
Yes.

13. What are your character’s personal beliefs?
He believes in the balance and cycle of nature. Although he hunts to survive he makes sure to waste nothing and to never kill more than he needs to survive. Like many in Nirmathas he has a distrust of authority figures and is quite independent. He respects others as long as they respect him.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Due to his shunning during his Darkblight infection and his subsequent departure from Crystalhurst, Machiel has become somewhat anti-social. He struggles dealing with the residents of Phaendar on his trips to trade for supplies.

15. Why does your character adventure?
To explore, learn, and become a more accomplished hunter.

16. How does your character view his/her role as an adventurer?
A guide to show others how to co-exist with the natural world in general and the Fangwood in particular.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
His blight-burn scar (as descibed above).

18. How does your character get along with others?
Due to his large and visible scar he has difficulty making friendships but he is respectful, if quiet, and always willing to share what he knows about surviving in the wild.

19. Is there anything that your character hates?
Those who would despoil nature and Molthune.

20. Is there anything that your character fears?
He fears that if anyone learns where he was born they may try to use magic to compel him to try to lead outsiders to Crystalhurst.