About Rommin Hawkridge
Chaotic Good Male Elf Ranger 2 / Wizard (Diviner, Foresight) 5
14 Strength. 5 points
Initiative: +8 +4 Dexterity, +2 class feature, +2 trait
CMB: +6 +4 BAB, +2 Strength, +0 Size
Traits and Feats:
Trait: Magical Knack. Caster Level +2
Trait: Clever Wordplay. Diplomacy is based on Intelligence
Trait: Warrior of Old. +2 trait bonus to initiative
Drawback: Meticulous. -2 on all untrained skill checks
Level 1 Feat: Power Attack.
Level 2 Feat (ranger bonus): Point Blank Shot.
Level 3 Feat: Precise Shot.
Level 3 Feat (wizard bonus): Scribe Scroll.
Level 5 Feat: Rapid Shot.
Level 7 Feat: Deadly Aim.
Level 7 Feat (wizard bonus): Still Spell.
Skill Points: 62 (12 ranger, 10 wizard, 21 intelligence, 5 favored class, 14 background)
+19 - Acrobatics (7 ranks + 3 class skill +4 attribute modifier +5 competence)
Favored Class: Wizard (5 used for skill points)
Cantrips (DC 13) 4: Flare, Light, Prestidigitation, Detect Magic.
1st level spells (DC 14) 4+1: Feather Fall, Liberating Command, Secluded Grimoire, Fastidiousness, True Strike.
2nd level spells (DC 15) 3+1: Still Shield, Knock, Blur, Still Detect Secret Doors.
3rd level spells (DC 16) 2+1: Still Mirror Image, Still Bulls Strength, Still Detect Secret Doors.
Cantrips (22 pages): Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue.
1st level (8 pages): Feather Fall, True Strike, Detect Secret Doors, Liberating Command, Shield, Endure Elements, Fastidiousness, Secluded Grimoire.
2nd level (8 pages): Alter Self, Knock, Mirror Image, Bulls Strength
3rd level (6 pages): Displacement, Haste.
Rommin has been traveling west ever since he became disillusioned. For almost two years, he and a band of rangers and fey harassed and whittled down a huge war band of ogres that had come up from the Pomarj into the Welkwood. Though the band was far too large to confront directly, his group harassed and tricked them relentlessly, keeping them moving in circles and trimming their numbers at every opportunity. After almost of year of this, what remained of the war band tried to turn back. In the months that followed, Rommin and the others killed off each and every last one of them.
When he returned to his small village of Shelleton, he was met with disdain. He had only been gone for two years, and they were treating him like an outsider. They scoffed at his tales of what he had been doing and shunned him. Rommin had remembered them being xenophobic, but he had never been the target of it before. He left.
With no place to call home, Rommin started to head west. In Celene, he found more of the same; elves wanting to beat back the humans who were expanding from the west. He crossed the Lortmils into Keoland, but didn’t find any place that felt like a home to him. When he reached the Good Hills, it felt right. The smaller folks there were welcoming to him, and accepting of outsiders. There were few other elves in the area, but that didn’t bother him. He started to settle.
Then he heard stories from the west, about problems in Sterich. None of the rumors seemed to agree on the nature of the problems or the origins, but they concerned Rommin deeply. He packed up his meager belongs and headed to Sterich, looking to head off any danger to the Good Hills before it could expand for enough east to be impactful.
Encumbrance: 45# Light, (58/116/175).
Belt Pouch, ½#
Efficient Quiver, 2#
Quiver, Blunt Arrows (20), 3#
Rommin is a devout follower of Solonor Thelandira. Walk in harmony with nature and oppose the efforts of those who would disturb her delicate balance. Preserve the wild places from excessive encroachment, and work with those who would settle the land to preserve the beauty that first attracted them. Hunt only for sustenance, culling the old and the weak from the herd so that all species may prosper. Like an arrow in flight, it is difficult to arrest the consequences of an action. Choose your targets carefully, for an ill-considered action can have a long-reaching impact.
Rommin’s familiar is a thrush named Wisp.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Thrushes are small, plump birds that eat fruit and insects. All thrushes are known for their beautiful songs, but thrush familiars are also capable of actual speech.