Petrune

Nerandeth Ildelaren's page

54 posts. Alias of Fallen_Mage.


Full Name

Nerandeth Ildelaren

Race

Half-Elf

Classes/Levels

Ranger/Sorcerer (Verdant) 1 /\/\ Init: +1 | HP: 10/10 | AC: 14 | FF: 12 | Tch: 12 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +8

Gender

Male

Size

M

Age

32

Alignment

NG

Deity

Erastil

Languages

Common, Elven, Sylvan

Strength 13
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 14
Charisma 18

About Nerandeth Ildelaren

Vital Stats:

Height: 6’ 6”
Weight: 190 lbs
Age: 32
Speed: 30 / 20
HP: 10/10
Eye Color: Blue
Hair Color: Red
Skin Color: Tan
Birth Date: 7th of Neth

Traits:

Noble Born - Medvyed: You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities.

Heirloom Weapon (Father's Longbow): +2 Trait Bonus to Disarm

Saves:

Fort: +2 Ref: +4 Will: +4 | +2 vs Enchantment, +1 vs Fey spells and supernatural abilities

Trained Skills:

Adventuring

Acrobatics: +2 ( 0 Ranks + 2 Dex)
*Bluff: +4 ( 0 Ranks + 4 Cha) (+2 vs Fey) (+2 Trait vs Fey)
*Climb: +1 ( 0 Rank + 1 Str)
Diplomacy: +4 ( 0 Rank + 4 Cha) (+2 vs Fey)
Disguise: +4 ( 0 Ranks + 4 Cha)
Escape Artist: +2 ( 0 Ranks + 2 Dex)
*Fly: +2 ( 0 Ranks + 2 Dex)
*Heal: +6 ( 1 Ranks + 2 Wis + 3 Class)
*Intimidate: +4 ( 0 Rank + 4 Cha)
*Knowledge (Arcana): +5 ( 1 Rank + 1 Int + 3 Class)
*Knowledge (Nature): +5 ( 1 Rank + 1 Int + 3 Class) (+2 vs Fey)
*Perception: +8 ( 1 Ranks + 2 Wis + 3 Class + 2 Racial) (+2 vs Fey)
Perform (): +4 ( Rank + 4 Cha)
*Ride: +6 ( 1 Rank + 2 Dex + 3 Class)
Sense Motive: +2 ( 0 Ranks + 2 Wis) (+2 vs Fey)
*Spellcraft: +5 ( 1 Ranks + 1 Int + 3 Class)
*Stealth: +6 ( 1 Rank + 2 Dex + 3 Class)
*Survival: +6 ( 1 Ranks + 2 Wis + 3 Class) (+1 when Tracking) (+2 vs Fey) (+2 vs getting lost w/ Compass)
*Swim: +1 ( 0 Ranks + 1 Str)

Background

*Appraise: +1 ( 0 Ranks + 1 Int)
*Craft (Bow): +8 ( 1 Rank + 1 Int + 3 Class + 3 Focus) (-2 w/o tools)
*Handle Animal: +8 ( 1 Rank + 4 Cha + 3 Class)

Feat:

Class
Simple Weapon Pro
Martial Weapon Pro
Light Armor Pro
Med Armor Pro
Shields (except Tower)
Eschew Materials

Selected
Deadly Aim: -1 Attack for +2 Damage. Increases at BAB +4 and every +4 after that.

Special Abilities:

Racial
Low-Light Vision
Adaptability: Skill Focus (Craft: Bows) - +3 Bonus to selected skill. 10+ ranks increases to +6.
Elf Blood: Count as Human and Elf.
Elven Immunities: Immune to Magic Sleep. +2 vs Enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Multitalented: 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.

Class
Favored Enemy (Fey) +2: Bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, Weapon Attack and Damage rolls.
Track: Gain 1/2 Level (min 1) to Survival checks for following and identifying tracks.
Wild Empathy: Improve initial attitude of animal (as per Diplomacy). Roll 1d20 + Level + Cha Bonus. Can use vs Magical Beast with Int Score of 1 or 2, but take -4 Penalty.

Bloodline (Verdant)
Class Skill: Knowledge (Nature)

Bloodline Arcana: Cast spell at Personal Range, Gain Natural Armor = Spell Level for 1d4 rounds. Does not stack with other Natural Armor Bonus.

1st Level Power - Tanglevine: Standard Action, create a 15-foot-long, animated vine in hand. Lasts one round and can be use for a single Disarm, Steal, or Trip maneuver using Sorcerer Level + Cha Mod in place of CMB. Usable per day equal to 3 + Cha Mod.

Spells Known:

Sorcerer: Caster Level: 1 | Concentration: +5 | DC: 10 + Spell Level + 4

Cantrips: DC: 14 - Daze, Detect Poison, Light, Prestidigitation

Level 1: (4/Day) DC: 15 - Longshot, Preserve

Combat:

Init: +2
AC: 14 | 12 Tch | 12 FF
Attack Bonus: +1
Melee: +2
Ranged: +3
CMB: +2
CMD: 14 | FF 12

Father’s Longbow | +3 Range | Damage (1d8) | x3 Crit | Type P

Rapier | +2 Melee | Damage (1d6+2) | 18-20 / x2 Crit | Type P

Equipment and Possessions:

Light Load: 0 - 50 (w/ MW Pack 0 - 58) <<<<<<<
Med Load: 51 - 100 (w/ MW Pack 59 - 116)
Hvy Load: 101 - 150 (w/ MW Pack 117 - 175)

MW Pack (20 lbs)
Bedroll
Pot
Silk Rope
Torch
Mess Kit (Plate, Bowl, Cup, Fork, Knife, Spoon)
Grooming Kit (Nail file, Sponge, Hairbrush, Mirror, Chewing stick, Tooth Powder, Soap, Comb, Scissors)

Belt Pouch (6 lbs)
Flint and Steel
Compass
Artisan’s Tools (Bow Crafting)

Small Tent (on horse)

On Person
Leather Armor (15 lbs)
Rapier (2 lbs)
Father’s Longbow (3 lbs)
40 Arrows (6 lbs | 0.15 ea)
Waterskin (4 lbs)

Total Weight: 58 lbs

Money: 29 PP | 203 GP | 5 SP

Description:

Nerandeth Ildelaren has long red hair is drawn back into a ponytail, is offset by his deep blue eyes. His clothes are all in pristine condition and he keeps his goatee well groomed. Most of the gear he carries seems as though it was just bought, except for the longbow strapped across his back.

Personality
Nerandeth, being of noble birth, is used to living in luxury. This does not mean that he doesn’t know how to survive in the wilds, for his father took him on regular hunting/camping trips. Even so, he will always attempt to keep some semblance of cleanliness. While his magic may come naturally to him, Nerandeth does not flaunt it about. He instead would prefer to use it when only necessary.

Background:

Living a life of luxury is not all glamorous. Don’t get me wrong, being the son of an Elven Guide and a Human Noble of the house Medvyed provides a lot of resources for learning a variety of subjects and arts. When I began to show signs of arcane power, they brought in a powerful wizard to help me harness my abilities.
When I wasn’t in lessons, my father told me various tales of the wilds and the creatures that inhabit them. My mother also taught me how to interact with the inhabitants of the woods. Years passed and I learned so much and yet I never ran out of questions.

The one question that my father never answered though, why did he leave the wilds that he seemed to love so much? Then the day came when my father was ambushed by assassins, and struck with an unknown poison that nothing seem to cure. On his deathbed, he summoned me to his side.

“My dear child,” he said, “I have told you of many exploits of mine over the years. However there is one I’ve never revealed. The reason I left the wilds, is because I was banished for dishonoring my family name.”

“How is that, father?”

“I cannot say what the crime is, but by our customs, my children can attempt to wipe the stain of my crime by seeking out the council, informing them of my death, and completing a task set before them. They…….are……..to……………the,” and he faded to the void.

After his funeral, my mother gave me my father’s journal. It gave some indication of where he was from, the south. So I gathered various items for the journey and headed south with my personal driver, Jarvis and bodyguard Marcus. I hope I can find the council and wipe the stain of honor from our family name.

House Medvyed:

The easternmost house, Medvyed claims lands nestled against the Icerime peaks and the Gronzi Forest, and rules them from the fortress of Stoneclimb in the lower peaks. They are a hardy folk, raisers of mountain goats and sheep, hunters in the Gronzi Forest, and cultivators of what good land can be found on the edges of their harsh territory. The Medvyeds and their people hearken back to the “Old Ways” of worshiping nature in its myriad forms. Isolated forest and mountain shrines to Old Deadeye (and, it is rumored, Lamashtu) are more common than temples of Abadar or
Gorum. Lord Gurev Medvyed (NG) loves to hunt, ride, and feast with his men, and dotes on his wife and children. House Medvyed’s crest is a black bear, rampant against a red field, with a spread of black antlers above the bear’s head. Its motto is “Endurance Overcomes All.”

Tracked Resources:

Spells Cast:
Tanglevine: 7/7 per day
Arrows: 40/40