Elvish Fighter

Raef'finan Melisteara's page

22 posts. Alias of Zack Muad'Dweeb.


Classes/Levels

Male Elf Fighter 1 | HP:12/12 | AC: 17, FF: 14, T: 13 | F: +3, R: +3, W: -1 | Init: +4 | Perception: +1, low-light vision

About Raef'finan Melisteara

Raef’finan Melisteara
Elf fighter (two-weapon warrior)
CG Humanoid (Elf)
Init: +4; Senses: Low-light vision, Perception +1

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DEFENSE
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AC 17, touch 13, flat-footed 14
hp 12 (1d10 + 1 Con + 1 Favored class)
Fort +3, Ref +3, Will -1

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OFFENSE
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Spd 30 ft.
Melee
* Longsword +4 (1d8+3, 19-20/x2)
* Throwing axe +4 (1d6+3, x2)
* Kukri +4 (1d4+3, 18-20/x2)
* Longsword +2 and axe +2 or kukri +2
Ranged
* Throwing axe +4 (1d6+3, x2, 10 ft.)
* Dagger +4 (1d4+3, 19-20/x2, 10 ft.)
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STATISTICS
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Str 16 | Dex 16 | Con 13 | Int 10 | Wis 8 | Cha 12
Base Attck: +1; CMB: +4; CMD: 16
Feats: Quick Draw, Two-weapon Fighting
Skills: Climb +7, Perception +1, Survival +5, Swim +7
Traits: Exile, Seeker
Languages: Common, Elven
Gear: Chain shirt, longsword, throwing axe, kukri, dagger, Melisteara signet ring, a sack containing: blanket, canteen, coffee pot, 5 candles, whetsone, flint and steel, ball of string (50 ft.)

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SPECIAL ABILITIES
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Race
Low-light vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Trait
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.