Ranger

Maxwell Rabble's page

98 posts. Alias of Wondering_Monster.


Full Name

Maxwell Rabble

Race

Half-Elf

Gender

Male

Strength 8
Dexterity 15
Constitution 10
Intelligence 13
Wisdom 18
Charisma 12

About Maxwell Rabble

crunch:

Maxwell Rabble
Shaman 3
Male Half-Elf
LN Medium

Init +4 ; Perception +15; +3 bonus on Sight Based and opposed checks in shadows and darkness - from familiar

Low Light Vision
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+2 dex, +6 Armor)
HP 24

Fort +1, Ref +3, Will +7

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OFFENSE
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Speed 30 ft.

Melee
Light Mace +4 1d6-1

Ranged

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Eleven Immunities - Immune to magic sleep; +2 saving throw against enchantment
Adaptability - Free Skill Focus
Keen Senses - +2 Perception
Low Light Vision
Elf Blood
Fey Thoughts - Use Magic Device, Stealth

Spirit - Heavens
Spirit magic
Spirit Animal

Hex:
Healing Hex - As Cure light Wounds
Flight Hex - Feather fall at will; +4 swim; Cast Levitate 1/day

Spirit Ability - Stardust;Standard action;Creature sheds light like a candle

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STATISTICS
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Str 8, Dex 15, Con 10, Int 13, Wis 18, Cha 12

Base Atk +2; CMB +1 (misc mods); CMD +13

Feats:
Alertness
Weapon Finesse
Skill Focus Use Magic Device
Extra Hex

Traits[b]
Seeker - +1 perception, and its a class skill
Reactionary - +2 initiative

[b]Skills (X Points - 1 class, 1 race, etc):
Fly +6 (1 rank, 2 dex, 3 class)
Heal +8 (1 rank, 4 wis, 3 class)
Knowledge nature +5 (1 rank, 1 int, 3 class )
Knowledge religion +5 (1 rank, 1 int, 3 class )
Knowledge History +2 (1 rank, 1 int)
Linguistics +3 (2 rank, 1 int)
Perception +15 (3 rank, 4 wis, 2 race, 1 trait , 3 class, 2 Alertness)
Profession (Scribe) +10 (3 rank, 4 wis, 3 class)
Sense Motive +7 (1 rank, 4 wis, 2 alertness)
Spellcraft +5 (1 rank, 1 int, 3 class )
Stealth +7 (2 rank, 2 dex, 3 class)
Survival +8 (1 rank, 4 wis, 3 class)
Use Magic Device +10 (3 rank, 1 CHA, 3 class, 3 Skill Focus)

ARMOR CHECK PENALTY -4

Languages:
Common
Elven
Giant
Dwarven
Goblin

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GEAR/POSSESSIONS
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Money:

Backpack

Light Mace
Breast Plate

Wand of cure Light Wounds x50
Wand of Endure Elements x50

===================================================

Spells Prepared:

0-Level
Detect Magic
Read Magic
Stabilize
Light

0-level Known - Create Water, Spark

1-Level
Spontaneous Magic Slot: Color Spray, Sanctuary

Produce Flame
Entangle
Cure Light Wounds

2-Level
Spontaneous Magic Slot: Hypnotic Pattern

Barkskin
Hold Person

Familiar:

Owl
N Tiny animal
Init +3; Senses low-light vision; Perception +10

[b]DEFENSE[b]
AC 18, touch 18, flat-footed 15 (+3 Dex, +2 size, +3 Nat)
hp 5
Fort +2, Ref +5, Will +6

[b]OFFENSE[b]
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

[b]STATISTICS[b]
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +2; CMB +1; CMD 9
Feats Weapon Finesse

[b]Skills[b]
Fly +7
Perception +12
Sense Motive +5
Stealth +15
Survival +6

[b]Feats[b]
Alertness
Improved Evasion

[b]Special Abilities[b]
Reflects stars no matter place or time of day, can be used as a star map
+3 Nat Armor
Improved Evasion
Share Spells
Emphatic Link
Deliver Touch Spells

Description:

Maxwell is a tall lanky man. He looks mostly human, but if you look close you can see the tops of his ears come to points. He keeps his hair shoulder length to cover it.

Maxwell is a healer to his friends, seeker of knowledge, and racist against Giants.

Ht: 6' 0"
Wt: 175 lbs
Age: 18
Hair: Black
Eyes: Blue
Skin: White

Maxwell Was orphaned as a 3 year old. His parents died in the fight with the Giants. A group headed for the shelter took

him with them. Thanks to them he survived. Once the shelter was closed up, a group of shamans and druids took young

Maxwell under the wing.

Maxwell was taught the magic of the spirits by the shamans, and nature skills by the druids. He spent his free time

reading books. Maxwell was quit curious about the outside world. Listening to stories by the elders and reading his

books are all he had to learn about the outside world.

Much of maxwell's teenage years have been spent as a healer, and a conjurer of clean drinking water.

His drive to learn about the outside world, coupled with the nature skills that he learned, led Maxwell to volunteer to

go outside.