Valeros

Nial's page

15 posts. Alias of Llaelian.


Full Name

Nial

Race

Human

Classes/Levels

Ranger 12

Gender

Male

Size

Medium

Age

26

Alignment

Neutral Good

Deity

Sarenrae

Location

Realm of the Mamoth Lords

Languages

Common, Giant

Occupation

Hunter of the Saber Fang Tribe

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

About Nial

Male Human Ranger 12
NG Medium Humanoid
Init +4; Perception +17
Languages Common, Giant
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AC 22, touch 15, flat-footed 18
(+4 Dex, +7 armor, +1 deflection)
hp 144 (12d10+24) Current 100
Fort +11, Ref +13, Will +8, +2 vs. charm, Compulsion and Illusion, +1 vs cold attacks, +4 vs cold environment.
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Speed 30ft.
Melee weapon
Mw Longspear +15/+10/+5 (1d8+3 20/*3, brace,reach)
or Scimitar +14/+9/+4 (1d6+2, 18-20/*2)

Ranged weapon
+1 Giant Bane Composite longbow (Str +2) +19/+14/+9 (1d8+3/19-20/*3/110 ft)
+13/+13/+8/+3 (1d8+11) with deadly aim and rapid shot

==Statistics==
Str 14 Dex 18 Con 14 Int 12 Wis 14 Cha 14
Base Atk +12; CMB +14; CMD 28

Feats:
Deadly Aim, Weapon Focus (longbow), Improved Weapon Critical (longbow), Endurance, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Improved Precise Shot, Far Shot, Power attack.

Traits:
Armor training, Birthmark, Indomitable faith, Suspicious, World Traveller (Diplomacy), Frostborn, Flame of the Dawnflower.

Skills:
Acrobatics +14, Climb +12, Craft (Leather) +5, Craft (Bows) +5, Diplomacy +14, Handle Animal +15, Heal +2, Knowledge: Geography +9, Intimidate: +13, Knowledge: Nature +16, Perception +17, Ride +8, Sense Motive +14, Stealth +19, Survival +17, Swim +6

Equipment:

Combat Gear Mw Great Lance, +1 Giant Bane Composite Longbow (+2 Strength), +1 Mithral Breastplate, Efficient Quiver, Arrows (x100), Scimitar, Lesser Bracers of Archery.
Other Gear Backpack, Explorer's Outfit (Free), Flint and steel, Pouch, belt (25 PP, 23 GP), Rope, silk (50 ft.), knife, Waterskin, Cloak of protection +1, Saber Tooth tiger cloak, Bedroll, Winter Blanket, Ring of Deflexion +1

Class abilities:

Favored Ennemy (+4 Giants, +4 Animals, +2 outsider (evil)): bonus to Bluff, Perception, Sense Motive, Survival, attack and damage.
Wild empathy: +14 for changing animal attitude within 30 ft.

Favored Terrain (Plains +4, Mountains +2): Bonus to Knowledge (geography), Perception, Stealth, Survival and Init.

Woodland stride: move through undergrowth at normal speed

Track (Ex): Gain +6 on Survival checks to follow/identify tracks

Swift Tracker (Ex): Move at normal speed while tracking w/out taking –5 penalty, takes only –10 penalty when moving at up to twice normal speed while tracking

Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage;

Quarry (Ex): Standard Action; designate 1 target of favored enemy type w/in sight; when tracking quarry, may take 10 on Survival checks while moving at normal speed w/out penalty; gain +2 Insight bonus on attacks vs. quarry, all critical threats automatically confirmed; dismiss as Free Action but cannot select new quary for 24 hrs (1 hr if killed)

Camouflage (Ex): May hide in any favored terrain, even if terrain doesn’t grant cover or concealment

Combat style : archery

Hunter's bond : Compagnons 1/2 bonus for 2 rounds.

Spells
1st Level (3/day) DC 13: Longstrider, Endure elements, Resist Energy
2nd Level (3/day) DC 14: Barkskin, Cat's grace, Protection from elements
3nd Level (1/day) DC 15: Darkvision

Background:

50 years ago, the Saber-Fang tribe was a great tribe numbering more than 150 hunters. Living as auroch hunters, the tribe followed the migration paths of the beasts, carrying their belongings on some domesticated beasts backs. They would hunt the old ones or the injured, culling the herds from their weakest. As part of the pact with the herd, they would protect the young calves from the saber tooth tiger attacks and the toughest warriors wore saber-tooth tigers skins.

Nial was the fifth son of the tribe chief. With good senses and balance, he was trained as a scout and excelled as an archer, always hitting his target. his prowess gave him the right to the Hunter Bow, a magical ivory recurved bow that the tribe gave to the best archer.
When the attacks started a few years ago, he was sent to the south to find a wife to bring new blood to the tribe. His quest took him first to an oracle in the Tusk Mountains who revealed him he needed to go far to the south to find the one that would live with him. He would recognize her as the woman bathed in blood, the last standing in a field of corpses. In his mind this vision amounted to a strong barbarian woman fighting off hordes of enemies.
His journey took a few years where he joined different tribes in search of her without success. One day, through his dreams, he was contacted by the tribe Shaman urging him to come back. His father and one of his brothers had been killed by a tribe of giants that were raiding the land and taking slaves. He hurried north, nearly killing himself out of exhaustion to find the last camp of his tribe at dawn. As a last defense, wooden stakes had be raised but were smashed to splinters. Corpses were everywhere and all the remaining tribesmen had been taken as slaves. All but one. as he prepared a pyre to burn the corpse, he saw movement. A single woman was still breathing. Bathed in the blood of the recently slain she had just been unconscious due to a blow that has splintered her tight. She had just hours to live as the wound was deep and she was moaning in her pain.
Cradling her in his lap, he prayed for whoever could save her and for guidance to reclaim his tribe.
Suddenly, as the first light reached her body, it seemed to take fire and to propagate to all the corpses around her. While they turned to ashes, the flames licking her wound knit back the flesh and bone and she was whole again. A voice was heard in the rising Sun. "You prayed for revenge and healing for your tribe. I heard you. When there is no redemption possible, it is time for war. Go, go and and fight."

Over the last months, Nial (ranger) and Serra (now a sorceress of celestial bloodline and cohort of Nial) have infiltrated a small giant encampment and freed a few of their tribesmen. The Saber Fang tribe numbers now three to four hands people with half of them young men and women able to fight. The other ones are for half kids that were strong enough to survive or old ones experts in crafting and tanning furs (experts).

Appearence:

Nial is a tall and thin human with dark eyes and hair. While quite young, his face is already marked by the rough live of the plains and the loss of most of his kinsmen. Quick on his feet, he has the stamina of his people and the grace of the saber tooth tiger whose skin he wears. Under these furs, he wears a finely crafted breastplate and carries the Hunter Bow, symbols of power and skill. He is usually quick and decisive but his travels have taught him to listen to different opinions and that time spent convincing others can be valuable.

Secca, Sorcerer of celestial Bloodline, Cohort:

Female Human Sorcerer10; Size: M
HD (10d6)+30; hp 90;
Init +6 (+2 Dex, +4 Misc);
Spd Walk 30 ft.;
AC 13 (touch 13, flatfooted 11),
*Longspear +4 P (1d8-1 20/x3 Both M Extra damage when set against a charging character (pg. 144) ) or Sling +7 50 ft./B (1d4-1 20/x2 Carried M );
SA: Cantrips, Celestial Bloodline, Heavenly Fire (Su, 1d4+5 8/day), Resistance to Acid 5(Ex), Resistance to Cold 5(Ex), Wings of Heaven 10 min/day(Su);
AL: NG;
Sv: Fort +6, Ref +6, Will +8;
STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 20
Skills:  Fly +12, Heal +8, Knowledge (Arcana) +11, Knowledge (Religion) +4, Perception +5, Spellcraft +11, Spellcraft (Identify magic item) +4, Stealth +9, Survival +4, Use Magic Device +13;
Feats: Combat Casting, Empower Spell, Extend Spell, Improved Initiative, Silent Spell, Toughness, Widen Spell
Possessions:   1 Bedroll,  1 Blanket (Winter),  5 Bullets, Sling (10),  1 Cloak of Resistance +1,  10 Coin (Gold Piece),  22 Coin (Platinum Piece),  9 Coin (Silver Piece),  1 Flint and Steel,  1 Handy Haversack,  1 Headband of Alluring Charisma +2,  1 Longspear,  1 Outfit (Explorer's),  1 Pouch (Belt),  1 Ring of Protection +1,  1 Rope (Silk/50 ft.),  2 Scroll (Dispel Magic),  1 Sling,  1 Waterskin

Sorcerer: Spells per Day: (0/8/7/7/6/4/0/0/0/ DC:15+spell level) Known: 0th - Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic 1st - Enlarge Person, Grease, Mage Armor, Shield, Silent Image, Bless 2nd - Glitterdust, Invisibility, Pyrotechnics, Web, Resist Energy 3rd - Haste, Slow, Stinking Cloud, Magic Circle against Evil 4th - Confusion, Summon Monster IV, Remove Curse 5th - Telekinesis

Tribe:

Leadership Score 14 (12 level, +2 Cha)
8 human commoners (bedroll, winter blanket, cold weather outfit, dagger, longspear, sling, flint and steel, artisan's tools, hemp rope (100ft), Iron pot, furs, 4.6gp personal effects)
7 human rangers (animal favored ennemy, point blank shot and precise shot, leather armor, shortbow+40 arrows, longspear, bedroll, winter blanket, backpack, waterskin, explorer outfit)
Hilun, human ranger level 2 rogue (animal favored ennemy, point blank shot, deadly aim and precise shot, studded leather armor, longbow+40 arrows, longspear, bedroll, winter blanket, backpack, waterskin, explorer outfit)