Witch

"Raven" Wyvernhart's page

23 posts. Alias of Samuel Stone.


Full Name

Raevon "Raven" Wyvernhart

Race

Half-Elf

Classes/Levels

Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Gender

Male

Size

Medium

Age

26

Alignment

CN

Deity

Desna, Besmara

Languages

Common, Elven, Cyclops

Occupation

Sailor

Strength 14
Dexterity 19
Constitution 13
Intelligence 12
Wisdom 14
Charisma 12

About "Raven" Wyvernhart

Raevon is pronounced "Ray-von," and mispronounced "Ray-ven."

Raevon “Raven” Wyvernhart
Male Half-Elf, Ranger (Trapper/Freebooter) 1
CN Medium humanoid (Human, Elven)
Init +4; Senses Perception +6 (+7 for traps)
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DEFENSE
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AC 16, touch 14, flat-footed 12
hp 12 (10 + 1 Con + 1 Favored)
Fort +4, Ref +5, Will +1
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OFFENSE
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Speed 30 ft.
Melee
Cutlass +2 (1d6+2 / 18-20 x2)
Mwk. Handaxe +3 (1d6+2 / x3)
Sap +2 (1d6+2 / x2)
Ranged
Composite Longbow +4 (1d8 / x3), 110 ft. range increment
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STATISTICS
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Str 14, Dex 19, Con 13, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot, Exotic Weapon Proficiency (Firearms)

Backstory:

Lyssa Wyvernhart, the captain of a small smuggler’s ship, was fond of stories, boasts, and tall tales. Although most of her stories gained little infamy in all but the smallest taverns of the Shackles, one of her supposed fables spread like wildfire – the story of how she chanced upon, seduced, and bedded a sea elf. While the tale varied with each telling, and several of Lyssa’s crew had their own version of precisely who was seduced by who, the story held at least an inkling of truth. Nine months after the supposed encounter, Lyssa gave birth to a half-elven boy with a faded set of gills on his neck. Lyssa named the boy “Raevon” after the elvish word “Raef.” The word translated to “Net” in Taldane, a reference to a particularly bawdy aspect of the captain’s story.

Raevon was often left in the care of local barmaids who owed Lyssa favors, or on some occasions, their very lives. It was not uncommon for the boy to go weeks or even months without seeing his mother. As Raevon grew older and he required less supervision, he began to increasingly visit pirate taverns, where he would listen attentively to stories about the various journeys of the pirates. His favorites were ever those that involved his mother, even in some small way. Raevon would also partake of games of cards and chance, and discovered that, more often than not, he was able to win. Although the rare fight broke out over the belief that the half-elf was cheating – a belief that was only occasionally true – Raevon became something of a mascot of luck for many a sailor. Due to a rumor that playing a game of chance against the boy would ensure good luck on a voyage – a rumor started by the lad himself – Raevon was able to ensure a small stream of wealth to supplement the allowance provided by his mother. Locals took to calling him “Raven,” due to a combination of a corruption of his name, his jet-black hair, and his apparent ability to always walk away from a game with something shiny.

All was well until Raevon turned fifteen, and his mother left upon a journey to explore the ruins of the cyclops empire of Ghol-Gan. As always, the son patiently awaited Lyssa’s return. However, the weeks turned to months, and the months continued to span out without her return. After a full year of her complete absence, Raevon vowed to journey to Ghol-Gan himself, and to uncover the fate that befell his mother. Unfortunately, few were willing to take the boy to his destination, and those few who were required outrageous fees.

Raevon has spent the last ten years working wherever he could find employment; whether as a swab aboard a merchant ship, a rigger manning a smuggler ship, or a powder monkey on a vessel that believed it may see combat, the young man slowly grew in wealth and skill. Though many such voyages were wrought with peril, he always seemed to escape harm, a product of his apparently limitless luck. On the eve of his 26th birthday, Raevon finally believed he had enough money saved to purchase the services of a willing ship and crew to take him to the cyclops empire. He set up a meeting at a nondescript tavern with a supposedly trustworthy contact, hoping to discuss terms. Raevon awoke the next morning, unable to recall the events of the previous night and stripped of his possessions and ten years worth of gold.

Vowing revenge, the half-elf stalked the various taverns of Port Peril, hoping to find information on the thieves who took his gold. Unfortunately, naught but two nights after the initial robbery, Raevon was drugged by a second group of thieves. These thieves, however, stole not only what the half-elf had on his person, but his person as well. Raevon woke up to find himself press-ganged into labor aboard a pirate ship. His limitless luck, it seemed, had run out.

Physical Description:

Raevon seems to have taken after his human parentage in appearance, yet there is no doubt that he is at least partially elven due to his pointed ears and large irises. Although his skin is perhaps the slightest shade more blue than a human’s would be, nearly nothing about him betrays his sea elven heritage. Nothing, that is, save for the light scars on his neck where the openings from his non-functional gill slits have long since closed.

The half-elf is a tall, lithe man with dark brown eyes and jet-black hair. He typically wears bright clothes with green and blue tones. Raevon is almost never seen without a golden scarf shaped like a snake covering his neck.

Traits, Racial Traits, and Drawback:

Traits
Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Ancient Explorer: You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.
Child of the Streets: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Racial Traits
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. (EWP: Firearms)
Child of the Sea: Half-Elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: 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.
Drawback
Oppressive Expectations: When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Skills and Languages:

Skills
Diplomacy +6, Disable Device +9, Knowledge (local) +6, Perception +6 (+7 to locate traps), Profession (sailor) +10, Sleight of Hand +9, Swim +10
-1 armor check penalty in parade armor
Languages
Common, Elven, Cyclops

Class Abilities:

Freebooter's Bane (Ex)
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.

Trapfinding
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Gear:

Combat Gear composite longbow, cutlass, mwk. handaxe, sap, arrows (40) (15), blunt arrows (20), parade armor leather armor; Other Gear waterskin, backpack, 17g
44lbs (58 light, 116 medium, 175 heavy)