Arlindil

Maedhros Fingolson's page

82 posts. Alias of Wilhelm Shieldbreaker.


Full Name

Maedhros Fingolson

Race

Half-Elf

Classes/Levels

Ranger (Divine tracker/Shapeshifter) 2

Gender

HP: 17/17. In hands: Earthbreaker. Necklace: Gerund in prime spot, Harold in secondary . Active effects:

Size

Medium

Deity

Irori

Languages

Common, Elven, Goblin

Strength 16
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 14
Charisma 8

About Maedhros Fingolson

AL: ; Race: Half-Elf Class: Ranger (Divine tracker/Shapeshifter) Lvl: 2
Init: +1; Perception: +9
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DEFENSE:

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AC: 18/19 now 16, Touch: 11 now 9, Flat-footed: 17/18 now 15(Dex:+1, Armour:+7, Buckler:+1.)
HP: 17
Fort: 4, Ref: 4, Will: 2
Armour check penalty: -3/4 (buckler)

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OFFENSE:

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Base Speed 30ft
Speed 20ft
2× Claw +6/5; d4+3; B+S; x2? (-1 for buckler arm) now +1d6+4
Guisarme +5/4; 2d4+4; x3; B. Reach, Trip (-1 for buckler)
Earthbreaker +5/4; 2d6+4; x3; S. (-1 for buckler) now 3d6+6
Dagger- melee +5/4; 1d4+3; 19-20 x2; S+P
Dagger- ranged +3; 1d4+3; 19-20 x2; S+P; 10ft
Javelin +3; 1d6+3; x2; P; 30ft
Light Hammer- melee +5/4; 1d4+3; x2; B
Light Hammer- ranged +3; 1d4+3; x2; B; 20ft


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STATISTICS:

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Str: 16, Dex: 13, Con: 12, Int: 12, Wis: 14; Cha: 8;
Base Atk 2; CMB +5/4 (buckler); CMD 16
Racial traits
Adaptability:- Gain Skill Focus feat
Elf Blood:- count as both elf and human.
Elven Immunities:-Immune to magic sleep, +2 vs enchantment spells
Low Light Vision
Multitalented:- 2 favoured classes.
Keen Senses: +2 perception (inc)
Feats:
Natural Wpn Style:
Weapon Focus:- Claw Attacks +1 to hit
Aspect of the Beast:- Gain 2 primary claw attacks d4 damage.
Favoured enemy:- Animal: +2 on Bluff, Knowledge, Perception, Sense Motive and Survival. +2 on Wpn attack and dmg rolls against them. May make knowledge tests untrained against them.
Favoured weapon:- Proficient with Deity's favoured weapon. (Improved Unarmed Strike)
Power attack:- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skill Focus:- (Intimidate) +3
Track:- Add 1/2 ranger lvl to Survival checks to track.
Skills
Climb: +7 (1 rank, 3 str, 3 class)
Intimidate: +6 (2 rank, -1 cha, 3 class, 3 skill focus)
Heal: +7 (1 rank, 3 wis, 3 class)
Knowledge (Dungeoneering): +5 (1 rank, 1 int, 3 class)
Knowledge (Geography): +5 (1 rank, 1 int, 3 class)
Knowledge (Nature): +5 (1 rank, 1 int, 3 class)
Perception: +10 (+2 keen senses) (2 rank, 3 Wis, 3 class)
Stealth: +6 (+2 rank, 1 dex, 3 class)
Survival: +7 (+2 rank, 2 wis, 3 class)
Swim: +7 (+1 rank, 3 str, 3 class)

Favored Class: +2 HP (inc)

GEAR/POSSESSIONS:

Guisarme, Earthbreaker, Dagger, Bracer, Breastplate +1.Adventurer's sash, Weight 3 lbs
Description
This bandoleer holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel each contain a number of loops and ties for further securing equipment. The sash buckles at the shoulder, and can be freed with a sharp tug in an emergency as a move action. 2x CLW (1 clasped), 1 enlarge person. (1x clasped)

COMBAT STATS:

Hits= 9/17
Enemy hits= 4/11
Damage dealt= 74
Damage taken= 37
Combat manoeuvres =0/2

Enlarge Person:

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage.

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BACKGROUND:

Maedhros' origin is murky. His mother died in childbirth, and as his father refused to speak of her, he knows little of his 'human' heritage. Growing up his father was always supportive, but his hard claws, black eyes and hairy body marked him as something other than a normal half-elf and he was frowned upon by many. This disapproval was made worse by his bluntness and gruff demeanour and led to Maedhros spending most of his childhood exploring the woods around his village. Dedicating himself to developing his skills he pushed himself further and further, pushing himself too far he was saved by an old hermit, still strong and athletic despite his extreme old age. Revisiting the hermit led Maedhros to the worship of Irori and the development of himself. Upon returning to the hermit's cave one morning, Maedhros found it to be as if it had been uninhabited for years except for a map carved in the earth and this has led Maedhros to the Hallowed Hall of Heroes.

APPEARANCE AND PERSONALITY:

Tall for either human or elf, Maedhros's black animal eyes and claws mark him as something else. His gruff exterior hides his drive to develop himself and help others to achieve enlightenment.