Rogue

Mourntel's page

29 posts. Alias of Faelyn.


Full Name

Mourntel

Race

Half-Elf

Classes/Levels

4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

Gender

Male

Size

Medium

Age

23

Special Abilities

Orisons, Familiar

Alignment

Chaotic Good

Deity

None

Location

Pariah Mountains

Languages

Common, Elven, Halfling, Orc

Occupation

Fletcher

Homepage URL

Character Sheet

Strength 12
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 16
Charisma 10

About Mourntel

Mourntel
Male Half-Elf Shaman 4
CG Medium Humanoid
Init +2; Senses Low-light Vision; Perception +12(+14)
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Defense
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AC 15, touch 13, flat-footed 12 (+2 Dex, +2 Shield, +1 Dodge)
hp 26 (1d6+2)
Fort +5, Ref +3, Will +9
Defensive Abilities Elven Immunities, Dual Minded
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Offense
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Speed 30 ft.
Melee
Quarterstaff +3 (1d6+1/x2)
Dagger +3 (1d4+1/19-20/x2)
Shortspear +3 (1d6+1/x2)
Ranged
Boomerang +4 (1d6+1/x2)
Dagger +4 (1d4+1/19-20/x2)
Shortbow +4 (1d6/x3)
Special Attacks
Adept Spells Prepared (CL 4):
0 (At Will) – Acid Splash, Create Water, Detect Magic, Ghost Sound, Light, Spark
1st (3/day) – Burning Hands, Cure Light Wounds, Endure Elements
2nd (1/day) - Scorching Ray
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Statistics
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Str 12, Dex 14, Con 14, Int 14, Wis 16, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Skill Focus – Survival, Exotic Weapon Proficiency – Boomerang, Shield Proficiency, Dodge, Brew Potion
Skills Climb +3; Craft – Fletcher +7; Heal +10; Knowledge: Arcana +7; Knowledge: Geography +6; Knowledge: Nature +6; Perception +12; Ride +4; Spellcraft +7; Survival +12(+17); Swim +3
Languages Common, Elven, Halfling, Orc
SQ Orisons, Familiar
Other Gear Quarterstaff, Shortspear, Boomerang, Dagger, Shortbow w/ 20 arrows, Heavy Wooden Shield, Wicker Backpack (Bedroll(Furs), Healer's Kit, Hemp Rope (25 ft.), Flint & Iron Ore, Watergourd, Potion of Cure Light Wounds (2), Potion of Shield of Faith +2(2), Oil of Protection From Evil, Oil of Endure Elements)
3gp 9sp 8cp
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Traits
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Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Survivalist: You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.
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Special Abilities
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Adept Spell List:
0 Level: Acid Splash, Create Water, Detect Magic, Detect Poison, Ghost Sound, Guidance, Light, Mending, Message, Purify Food and Drink, Read Magic, Resistance, Stabilize, Touch of Fatigue, Spark.
1st Level: Bless, Burning Hands, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Endure Elements, Goodberry, Obscuring Mist, Protection From Chaos, Protection From Evil, Protection From Good, Protection From Law, Shield of Faith, Sleep, Snowball, Speak With Animals, Vanish.
2nd Level: Aid, Animal Trance, Augury, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkness, Delay Poison, Gentle Repose, Invisibility, Mirror Image, Resist Energy, Remove Paralysis, Lesser Restoration, Scorching Ray, See Invisibility, Speak With Plants, Spider Climb, Web.
3rd Level: Animate Dead, Bestow Curse, Contagion, Continual Flame, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Lightning Bolt, Neutralize Poison, Plant Growth, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Tongues, Water Breathing.
4th Level: Air Walk, Cone of Cold, Commune With Nature, Cure Critical Wounds, Mass Cure Light Wounds, Divination, Greater Invisibility, Minor Creation, Polymorph, Restoration, Scrying, Sending, Stoneskin, Wall of Fire, Wall of Ice, Wall of Thorns.
5th Level: Baleful Polymorph, Break Enchantment, Breath of Life, Chain Lightning, Cleanse, Commune, Find the Path, Heal, Major Creation, Raise Dead, Stone Tell, Tree Stride, True Seeing, Wall of Stone.

Cinderfoot:
Mongoose
N Tiny Animal
Init +2; Senses: Low-light vision, Scent, Perception +1
DEFENSE
AC 17, Touch 14, Flat-footed 15 (+2 Dex, +3 natural, +2 size)
HP 8
Fort +2, Ref +4, Will +4
OFFENSE
Speed 20 ft., Climb 20 ft.
Melee
Bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills: Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Attach (Ex): When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathetic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Standard Racial Traits (Half-Elf):

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Base Speed :Half-elves have a base speed of 30 feet.
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). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Other Racial Traits:
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


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Background:

Description: