Thorn's End Guard

Nethal Olsban's page

2 posts. Alias of Brian Baird 35.


About Nethal Olsban

Statistics:
Male Elf Investigator 11 Cavalier 11 (Archetype, Honor Guard, Strategist) marshal 1
LG Medium Humanoid (Elf)
Init +6; Senses Perception +16 low light vision
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DEFENSE
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AC 24, touch 18, flat-footed 18 (+5 armor, +6 dex, +0 shield, 1 natural, 2 deflect)
hp 100 (10d10x7.5 +11+4+10)
Fort +11, Ref +16, Will +10
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OFFENSE
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Speed 30 ft.

Melee 13/8/4

Melee finesse 18/13/8 Elven branched spear +1 benevolent 1d8+9 x3

Melee finesse power attack 15/10/5 Elven branched spear +1 benevolent 1d8+18 x3

Melee finesse Mutagen 20/15/10 Elven branched spear +1 benevolent 1d8+11

Melee finesse arcane pool 20/15/10 Elven branched spear +3 benevolent 1d8+12

Melee finesse power attack(-3 hit,+9 damage), mutagen+4 dex, enlarge -2 dex -1 hit, arcane pool +3 hit damage, 18/13/8 Elven branched spear +3 benevolent 2d6+22

Ranged 17/12/7 long bow 1d8 x3
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STATISTICS
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Str 14, Dex 22, Con 12, Int 22, Wis 10, Cha 10
Base Atk +11; CMB +13; CMD 29
Traits Clever Wordplay(diplomacy now int based) Monster Hunter +1 to hit and damage vs aberrations and magical beasts.
favored class Investigator 1/3 inspiration =+3 2/3 inspiration points.
Feats
base
Weapon Finesse
Combat Reflexes
arcane strike
Breadth of Experience
Improved Unarmed Strike

Cavalier
body guard
Paired Opportunists
Harrying Partners
power attack

mythic
mythic weapon finesse
Skills (132 points; 6 class, 6 INT)(all but fly are class skill)
Acrobatics 5 rank, 3 class, 6 dex=+14
appraise 1 rank, 3 class, 6 int=+10
bluff 1 rank, 3 class, 0 cha=+4
climb 1 rank, 3 class, 2 str=+6
Craft alchemy 1 rank, 3 class,6 int, 11 investigator=+21
diplomacy 11 rank, 3 class, 6 int=+20
diable device 5 rank, 3 class, 6 dex, 5 vs trap, 2 tools
disguise 1 rank, 3 class, 0 char=+4
escape artist 1 rank, 3 class, 6 dex=+10
handle animal 1 rank, 3 class, 0 cha=
heal 1 rank, 3 class, 0 wis, =+4
intimidate 1 rank, 3 class, 0 cha=+4
Knowledge arcana 8 rank 3 class, 6 int, +2 feat=+20
Knowledge dungeoneering 1 rank 3 class, 6 int, +2 feat=+12
Knowledge engineering 1 rank 3 class, 6 int, +2 feat=+12
Knowledge geography 1 rank 3 class, 6 int, +2 feat=+12
Knowledge history 1 rank 3 class, 6 int, +2 feat=+12
Knowledge local 8 rank 3 class, 6 int, +2 feat=+20
Knowledge nature 8 rank 3 class, 6 int, +2 feat=+20
Knowledge nobility 1 rank 3 class, 6 int, +2 feat=+12
Knowledge planes 1 rank 3 class, 6 int, +2 feat=+12
Knowledge religion 1 rank 3 class, 6 int, +2 feat=+12
linguistics 11 ranks 3 class, 6 int = +20
perception 11 ranks, 3 class, 0 wis, 2 race =+16
perform story telling 1 rank, 3 class, 0 cha=+4
profession soldier 1 rank, 3 class, 0 wis 5 item, 2 feat=+11
Profession scribe 1 rank, 3 class, 0 wis, 2 feat=+6
ride 5 rank, 3 class, 6 dex=+14
sense motive 5 rank, 3 class, 0 wis=+8
sleight of hand 1 rank, 3 class, 6 dex=+10
Spellcraft 11 rank, 3 class, 6 int=+20
stealth 11 rank, 3 class, 6 dex=+20
survival 2 rank, 3 class, 0 wis=+5 (+10 vs weather, or gathering food and water)
swim 1 rank 3 class 2 str= +6
use magic device 11 rank, 3 class, 0 cha=+14

cap skills 12 max
spellcraft
use magic device
perception
linguistics
stealth
diplomacy

ACP -0

Non-Standard Skill Bonuses

Languages Common, elven, draconic, goblin, orc, 2 from stat up hallit, osiriani, from linguistics 11 more, giant,sylvan, dwarven, halfing, infernal, celestail, aklo, abyssal, kelish, shoanti, varisian,

Special Abilities:

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SPECIAL ABILITIES
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race
weapon familiarity longbow, short bow, long sword, rapier, any elven weapon is treated as martial.
Low light vision
elven immunity immune to magic sleep effects, +2 vs enchantment spells and effects.
keen senses +2 perception
Envoy, 1/day comprehend languages, detect magic, detect poison, read magic.

Cavalier
Challenge 4/day swift action, one target, +level to damage, -2ac vs except against attacks from target.
Tactician 3/day grant teamwork feat known as standard action, 30 feet,
banner +4 moral vs fear, +3 morale attack rolls on charge

Order of Dragon
Aid allies, aid another gives +4 on ac, attack rolls, saving throws
Strategy, spend standard action to grant all allies in 30 feet, +2 dodge ac for 1 round, +2 morale on all attacks 1 round, or move up to their speed as an immediate action. can be done once per combat.

Honor guard archetype
sworn defense, 1 ally as target during a challenge, when adjacent -1 ac, target ally +1 dodge ac
Intercept, gain bodyguard feat, aid another +1 ac
warding charge, when target of challenge makes attack on 1 ally target from sworn defense, can move up to speed and make 1 melee attack as an immediate action

Strategist archetype
tactician, 1/day at 1, 2 at 5, +1 every 4 levels after,(rather then 5 level as normal)
Drill instructor, spend 10 minutes 1 use of challenge. grants up to 4 allies a teamwork feat known. duration 10 mins +1 per 2 levels=15 mins

Investigator

Alchemy, +class level to craft alchmical items
Trap finding
Inspiration 14/day(5 class, 6 int, 3 favored class), spend 1 point to add 1d6 to a check, 2 points for attack rolls and saves. free 1d6 on knowledge, linguistics and spellcraft if trained.
poison lore
poison immune
keen recollection, can attempt all knowledge skills untrained
trap sense, +3
studied combat, move action +1/2 level as insight on attack and damage rolls on 1 target till damage is done, spend 1 point of inspiration to target more then once in 24 hour period
studied strike, 4d6 when studied combat is active,
swift alchemy, takes half time to make alchemy items. apply poison to a weapon as move action.

talents
combine extracts. put 2 lower level extracts into 1 extract, ups the spell level by 2
infusion, can let others use extracts
mutagen +4 physical -2 mental, +2 natural armor 10 mins a level
effortless aid, aid another as a move action, or swift if spend 1 point of inspiration
quick study, use studied combat as a swift action rather then move action.

Mytic Marshal
mythic
hard to kill, auto stabilize, dont die unless -double con score
mythic power 5/day
surge 1d6, use on any d20 roll to add to it after roll is revealed, use is immediate action.

order advance, as a swift action give yourself and all allies in 30 feet a move action of the characters choice or a 5 foot step.

path ability
Perfect aid, +tier on aid another bonus. if surge is used on the aid another roll, add result of the surge die to the bonus as well.

Spells:

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Spells
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1st (7/day)
Long arm, cure light wound, cure light wound, monkey fish, 3 free
2st (6/day)
bark skin, invisibility, alchemical allocationx3 1 free
3st (5/day)
enlarge person/long armx2, heroism, fly, 1 free
4st (3/day)
fluid form, invisibility/cure mod, 1 free
spells known

1st

7
crafter's fortune
cure light wounds
enlarge person
heightened awareness
long arm
monkey fish
shield
ant haul
blend
disguise self
endure elements
expeditious retreat
recharge innate magic
reduce person

2nd
3
alchemical allocation
cure moderate wounds
invisibility
alter self
barkskin
delay poison
eagle splendor
Investigative Mind
Perceive Cues
Restoration, Lesser
Spider Climb

3rd
3
amplify elixir
cure serious wounds
fly
heroism
Protection from Energy
Tongues

4th
2
fluid form
universal formula
Echolocation

Gear/Possessions:

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GEAR/POSSESSIONS
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Gloves of Arcane Striking 5000
Ring of sustancex2 5000(one for mount)
Ring of Tactical Precision 11000
weapon Benevolent +1 2000
Armor Benevolent +1 1000
Handy Haversack 2000
mithral shirt 1,100
Brass Spider 2500
Traveler's Any-Tool 250
29850 spent

potions/elixirs
1
2 Resist Energy, Darkvision, cure mod,
3 cure serious wounds, fly, heroism, remove blindness deafness, remove curse, remove disease,
5400
Elixir of Vision 250
Elixir of Hiding 250
Elixir of Tumbling 250
750

learned spells
1 cost 35 gold ant haul, blend, disguise self, endure elements, expeditious retreat, recharge innate magic, reduce person, 245 cost total 105 after ruleing
2 cost 190 gold alter self, barkskin, delay poison, eagle splendor, Investigative Mind, Perceive Cues, Restoration, Lesser, Spider Climb, 1710 540g
3 cost 465 gold heroism, Protection from Energy, Tongues, 1395. 450g
4 cost 860 gold Echolocation 240
4210 cost fot all extra spells
1335 cost for spells after learning new spells ruling.

mount barding chain shirt master work 550 gold

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 0 lb.

Money 240 GP 0 SP 0 CP

Background:
Born and raised in the Mierani forest, trained as a soldier to hunt monsters to keep the peace of the forest and in latter years learning the joys of study, he has taken a few years to study this
and that increasing what he was able to do. He has found his joy in helping others taking a year here and there to help out a small town with a problem they might have, be it monsters, help planting, or as a
lore master, what ever was needed. His greatest moment was when he found a town under attack by a Behir. it was a hard fight but few lives were lost, using his skills to defend the people while still attacking the beast. One man was dying, not having the time to prepare a extract to cure the man. the man told him it was alright and wanted him to have something as a reward. power filled Nethal and he saw the old man die as the light left
and vowed to save as many as he can, even after a battle keeping cures on hand in case they are needed to save a life.

Appearance and Personality:

long Brown hair, emerald eyes. travel worn cloak over shining chain armor.

Seeking to learn how to do everything. Helpful to those that he finds, letting others shine in battle while reducing the chance they get hurt.

basic tactics:

out of combat buff
using mutagen +4 dex -2wis, +2 nat, 110 min duration
Drill Sargent takes 10 mins, gives allies teamwork feat for 15 mins

in combat
standard action in combat drink combined extract of enlarge person and long arm, +2 str, -2 dex, -1 ac, reach with reach weapon goes to 20 with enlarge then 25 with long arm
move action aid another in reach
swift action use tactics to grant allies Harrying Partners letting my aid another help them for 1 full turn. ie on all attacks on 1 foe, or all attacks from that foe.
swift action activate arcane pool +3 to weapon
swift action study combat +5 to hit, +5 damage +4d6 damage cost 1 inspiration after first use on a given target
swift action aid another in reach
swift challenge +11 damage -2 ac vs non targets, one allies while adjacent +1 dodge ac, -1ac
AOO on foes that attack allies that are adjacent to me to up ac
Aoo when provoked by movement +2 to hit from Elven branched spear

aid another bonus
2 base
+2 from order of dragon
+1 from honor guard to ac
+1 from benevolent armor to ac
+1-+4 from benevolent weapon to attack
+1 mythic perfect aid (or +1d6 for 1 point)
+1 Ring of Tactical Precision
+3 gloves of arcane strike to ac, or damage if used for to hit

ac +11
to hit +6-9 +3 damage
everything else +6

rp:

Nethal came riding along the road to Sandpoint looking over at the land and the farms.
This is peaceful, i hope i can find this sandpoint devil quickly to make this peaceful place more secure. As he looks around nethal spots a farmer working on a stump.

Greetings, are you trying to pull up that stump by chance? Would you like some help? Nethal asked politely. The farmer shrugged at the question.

Sure you are welcome to help, Don't got much to offer though. Nethal dismounted and smiled.

No worry's it is a joy to help out when i can. With that they set to work taking to stump out. when it was over nethal and the farmer had some small talk

I would like something simple if you don't mind, just some information on any beasts that are plaguing this land, or the sandpoint devil.

The farmer scratches his chin in thought. As for beasts, nothing more then normal, wolfs and the like. I haven't heard of any big mean beastys as of late. But if you are after the sandpoint devil i cant tell you much just be on your guard. I will give you the name of someone that can help.

Thank you for your information, i am off to sandpoint, good luck with your farm. Nethal remounts and rides away to sandpoint.

Nethal arrives at sandpoint and takes in the size of it. So much larger then i remember it. but i was here 30 years ago, humans do go at a fast pace. laughing to himself at the thought. Stabling his mount Nethal went around sandpoint asking if people would like some help with minor things. from carrying some bags, to cleaning up here and there, and many other things. All he asked in return was how sandpoint was doing, what people thought could be done to make it better and lastly about the sandpoint devil. He got many different answers from everything is perfect to someone needs to be replaced was said a grumbling manner. The sandpoint devil was said to be many things and done evil deeds, but the story's tended to be conflicting.
i cant pin down what that beast truly is. Oh well better relax the town will be busy with the festival tomorrow. i am sure the alchemists need some help on the fireworks if only to have enough. Nethal thought then went to sleep.

mount

Statistics:
Male horse (Archetype) 1
N large Animal (a)
Init +3; Senses Perception +0, low light, scent
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DEFENSE
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AC 27, touch 13, flat-footed 24 (+4 armor, +3 dex, +0 shield, natural +10)
hp 76
Fort +10, Ref +9, Will +4
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OFFENSE
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Speed 50 ft.

Melee Bite +11 1d4+5, 2 hooves +9 1d6+2

Ranged spit +9
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STATISTICS
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Str 21, Dex 16, Con 18, Int 3, Wis 12, Cha 6
Base Atk +6; CMB +12; CMD 25
Traits helpful, Armor Master
Feats extra traits, combat reflexes, run, body guard, Paired Opportunists
4bonus tricks
Skills (9 points;)
perception 9(+5 rank, +3 class, +1 wis)
stealth 4(-4 size, +2 rank, +3 class, +3 dex, )
survival 6(+2 rank, +3 class, +1 wis)
ACP 0

*ACP applies to these skills
Non-Standard Skill Bonuses

[spoiler=Special Abilities]
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SPECIAL ABILITIES
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Link
evasion
devotion
multiattack

Gear/Possessions:

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GEAR/POSSESSIONS
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chain shirt barding masterwork 550 gold, 50 lbs

Carrying Capacity
Light 0-459 lb. Medium 460-918 lb. Heavy 919-1380 lb.
Current Load Carried 0 lb.

Appearance and Personality: