Lassiviren

Mythryndyr's page

1,311 posts. Organized Play character for Otha.


Full Name

Mythryndyr

Race

Half-Elf

Classes/Levels

Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

Gender

Male

Size

Medium (5'10, 135 lbs)

Age

24

Alignment

Neutral Good

Deity

Erastil

Languages

Elven, Common

Strength 16
Dexterity 22
Constitution 14
Intelligence 10
Wisdom 12
Charisma 7

About Mythryndyr

Name: Myth
Race: Half-Elf
Gender: Male
Class: Sniper (UC Rogue) 6th | Urban Ranger 3rd
Level: 9
Age: 24
Alignment: Neutral Good
Size: Medium
Height: 5'10
Weight: 135
Eyes: Gray
Hair: Black Wavy; Beardless
Skin: Tan
PFS Faction: Liberty's Edge
Deity: Erastil

Stats:

Strength 16 (+3)
Dexterity 22 (+6)
Constitution 14 (+4)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 7 (-2)

Total Hit Points: 77
Speed: 30 feet

Armor Class: 27 = 10 + 6 [+2 Mithral shirt] + 2 [+2 Darkwood buckler] + 6 [dexterity] + 1 [Ring] +1 [Amulet]
Touch AC: 17
Flat-footed: 20

Initiative mod: + 12 = + 6 [dexterity] + 2 [trait] + 4 [feat]
Fortitude save: +8 = 5 [base] + 2 [constitution] + 1 [Ring of Resistance]
Reflex save: + 15 = 8 [base] + 6 [dexterity] + 1 [Ring of Resistance]
Will save: + 5 = 3 [base] + 1 [wisdom] + 1 [Ring of Resistance]
Attack (hand): + 9 = 7 [base] + 2 [strength]
Attack (range): + 13 = 7 [base] + 6 [dexterity]
CMB: + 9 = 7 [base] + 2 [strength]
CMD: + 25 = 10 + 7 [base] + 2 [strength] + 6 [dexterity]

Light load: 66 lb. or less
Medium load: 67-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Common, Elven


Weapons/Armor:

2 Daggers, +13 to hit [1d4+7, crit 19-20/x2, 1 lb., light, piercing/slashing] (+1 Cold Iron, +1 Mithral)
+1 Magic Darkwood Composite (+2) Longbow, +15 to hit [1d8 + 3, crit x3, range inc. 110 ft, 1.5 lb, piercing, Adaptive, Impervious]
Throwing Dagger, +14 to hit [1d4+2, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
+2 Mithral Shirt [light; + 6 AC; max dex + 6; check penalty 0 10 lb.]
+2 Darkwood Buckler [light; +2 AC; max dex +6; check penalty 0 2.5 lb.]

Feats/Traits:

Feats:
Point Blank Shot: +1 attack & damage on ranged targets within 30 feet
Skill Focus (Stealth): +3 to Stealth
Weapon Finesse: use DEX mods on daggers instead of STR
Precise Shot: no -4 to hit penalty for firing into melee
Evasion: at 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Rapid Shot: May fire twice as a full round action, with each attack at -2.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. Cannot be caught flat-footed, nor Dex bonus to AC if the attacker is invisible.
Weapon Focus: +1 to hit w/ Longbow
Improved Initiative: +4 to initiative
Far Shot: only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Deadly Aim: can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Manyshot: on a full round attack, the first attack fires two arrows

Traits:
Elven Reflexes: +2 to Initiative rolls
Deadeye Bowman: Ignore soft cover to your target from a single creature


Skills:

Skill Key Skill Abil Ranks Misc.
Acrobatics Dex* 23 = +6 +9. +3 [class skill] + 5 [Boots of Elvenkind]
Appraise Int. 4 = +0 + 1 + 3
Bluff Cha -2 = -2
Climb Str* 8 = +3 +2 +3 [class skill]
Craft_1 Int 0 = +0
Diplomacy Cha +2 = -2 +1 +3 [class skill]
Disable Device Dex 21 = +6 +9 +3 [class skill] +2 [MW thieves tools] +1 [trapfinding]
Disguise Cha -2 = -2
Escape Artist Dex* 18 = +6 +9 +3 [class skill]
Fly Dex* 6 = +6
Heal Wis 1 = +1
Intimidate Cha -2 = -2
Knowledge (Local) Int 6 = +0 +3 +3 [class skill]
Linguistics Int 0 = +0
Perception Wis 15 = +1 +9 +3 [class skill] +2 [half-elf]
Perform Music Cha -2 = -2
Ride Dex* 10 = +6 +1 +3 [class skill]
Sense Motive Wis 6 = +1 +2 +3 [class skill]
Sleight of Hand Dex* 16 = +8 +5 +3 [class skill]
Stealth Dex* 26 = +6 +9 +3 [class skill] + 3 [Skill Focus] + 5 [Cloak of Elvenkind]
Survival Wis 6 = +1 +2 +3 [class skill]
Swim Str** 8 = +3 +2 +3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Bonuses:

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Half-Elf
• Half-elves get a +2 bonus to one ability score of their choice at creation to represent their varied nature(already included)
• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects
• Adaptability: Gains an extra feat, Skill Focus, at 1st level
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Low-light vision: see twice as far as humans in dim light
• Keen Senses +2 racial bonus on perception checks
• Multi-talented: 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

Sniper (Unchained Rogue)
• Sneak Attack +2d6
• Half-Elf Rogues add a +1 bonus/per every 2 levels on Bluff checks to feint and bonus Diplomacy checks to gather information.
• Accuracy (level 1) - a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow
• Finesse Training (Ex) - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.
• Evasion (level 2) -- no damage on a successful reflex save
• Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available.
• Deadly Range (level 3) - a sniper increases the range at which she can apply her sneak attack damage by 10 feet (currently at 50’).
• Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
• Improved Uncanny Dodge (level 8) -- cannot be flanked
• Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.

Rogue Talents: Combat Trick (2nd: Precise Shot), Weapon Training: (4th: Weapon Training: Weapon Focus Longbow), Fast Stealth

Ranger (Urban)
-- Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.
-- Favored communities. Bonus applies to initiative, geography, perception, stealth, survival; need not leave tracks. Replaces favored terrain.
-- Bonus to tracking-- Combat Style
-- Wild empathy (roll level + charisma bonus)
-- Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.
-- Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)
-- Push Through (Ex): At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. This replaces woodland stride.-- Swift Tracker (level 8)-- Evasion (level 9)-- Quarry (level 11)-- High wisdom gains bonus spells daily-- Concentration check: d20 + ranger level + wisdom modifier vs. DC
Favored Enemies:-- Undead +2

Class HP rolled
Level 1: Rogue 8


Equipment:

Myth's Equipment:
Weapons/Armor (above) 17 lb
Efficient Quiver:. 2 lb
Durable Cold Iron Arrows (58)
Durable Blunt Arrows (30)
Durable Silver Arrows (10)
Durable Adamantine Arrows (12)
Ghost Salt Cold Iron Arrows (10)
Cold Weather Outfit 8 lb (only worn in cold climes)
Winter Blanket 3lb (only carried in cold climes)
Snowshoes 4 lb (only carried in cold climes)
Cleats 2 lb (only carried in cold climes)
Traveler's Outfit 5 lb
Cloak of Elvenkind. 3 lb
Boots of Elvenkind. 1 lb
MW Backpack 4 lb
Pouch 1 lb
MW Thieves' tools 1 lb
Rations (1 day) 1 lb
Whetstone 1 lb
Soap 1 lb
Fishing kit 3 lb
Acid Flask x4 4 lb
Alchemist fire flask 1 lb
Holy Water flask 1lb
Bandolier
Wayfinder
Ioun Torch
Silk Rope 5 lb
Grappling Hook
Flint & Steel
Sewing Needle
Scarf
Courtier's Clothes w/Jewelry & Fashionable Accessory (gloves) (5 lbs)
Ring of Resistance +1
Ring of Protection +1
Amulet of Natural Armor +1
Belt of Physical Perfection +2
Wand of Cure Light Wounds (37)
Wand of Endure Elements (47)
-------------------------------------
Total weight 54

Money: 1616 gp, 1 cp


Background:

Background
==========
Myth was raised in the outskirts of an elven settlement in the Barrowood for much of his youth. While on a hunting excursion with his father, they ran into an Orc raiding party from the Menador Mountains; while they slew several Orcs with their bows, his father was eventually slain and Myth was taken captive. He "lived" as a slave in the mountains for several months before being bartered to the goblins that were also in the area...where he continued as a slave for almost a year. He stayed alive primarily by picking up the language of his jailers and being unseen/insignificant as needed, as well as his skill in stealthily acquiring food/necessities from his unwitting captors. He managed to escape during a goblin celebration when his guards had a bit too much to drink. He found his way back to the Barrowwood…but, found his old home empty as his mother had died of despair months after the raid. With all his relations dead or gone, he was seen as an outsider tainted by his time with the orcs and goblins. Myth left the Barrowood behind, living off of his wits and agility...


PFS Chronicles Info:

PFS ID / Character #: 239913-2

Current PFS Module:
Weapon in the Rift

Completed PFS Modules:

House of Harmonious Wisdom
Boons:
Impressive Find [ ]
Legacy of a Princess [ ]
Sun Shogun Talisman [ ][ ][ ]

The Stolen Heir
Boons:
Allies from Andoran
Corruption Uncovered

Master of the Fallen Fortress
Boons:
None

Murder's Mark
Boons:

Shades of Ice, Part III
Risen from the Sands
Severing Ties
Trial by Machine
Veteran's Vault
Unseen Inclusion
Night March of Kalkamedes
Wrath of the Fleshwarped Queen
Bloodcove Blockade
Sky Key Solution
Fortress of the Nail
The Hellknight's Feast
The Jarlsblood Witch Saga
Tapestry’s Trial
Ghennet Manor Gauntlet
Cradle of Night/Chapter 1

Fame: 38
Current PP: 30
XP: 24