Talstran

Rommin Hawkridge's page

728 posts. Alias of markofbane.


Race

Ranger2/Wizard5 Elf | Init:+8 | Per:+21 | F:+5 R:+8 W:+6 | HP 48/48 | AC:19 FF:15 T:14 CMD:20 |

About Rommin Hawkridge

Chaotic Good Male Elf Ranger 2 / Wizard (Diviner, Foresight) 5
Medium Size (6’ 0”, 120 pounds, Blue Eyes, Blond Hair)
Age: 120
Move: 30’
Languages: Common, Elven, Draconic, Sylvan, Orc, Undercommon, Aklo, Dwarven, Giant, Gnome, Goblin, Abyssal

14 Strength. 5 points
18 Dexterity 5 points, +2 racial modifier, +2 enhancement
13 Constitution 5 points, -2 racial modifier, +1 level 4
16 Intelligence 5 points, +2 racial modifier
14 Wisdom 5 points
10 Charisma 0 points

Initiative: +8 +4 Dexterity, +2 class feature, +2 trait
AC: 19 +5 Armor, +4 Dexterity
Melee:
Longsword (+7, 1d8+2 damage, 19-20/x2, S) (+7/+3 2h, +5/+6 pwr atk, +5/+9 2h pwr atk)
Light Mace (+7, 1d6+2 damage, 20/x2, B)
Ranged:
Longbow (+9, 1d8+3 damage, 20/x3, P) (+7/+7 deadly aim, +1/+1 within 30’)

CMB: +6 +4 BAB, +2 Strength, +0 Size
CMD: 20 10 base +4 BAB, +2 Strength, +4 Dexterity, +0 Size
Fort: +5 +4 Base, +1 Constitution
Ref: +8 +4 Base, +4 Dexterity
Will: +6 +4 Base, +2 Wisdom; Immune to magic sleep, +2 vs. enchantments
Hit Points: 48 +19 Ranger (10+9) + 22 Wizard (4+4+6+4+4) +7 Constitution

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.

Skills:

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)
+7 - Appraise (1 rank +3 class skill +3 attribute modifier +0 other modifiers)
+6 - Climb (1+3+2+0)
+7 - Craft (bows) (1+3+3+0)
+7 - Craft (alchemy) (1+3+3+0)
+16 - Diplomacy (7+3+3+3)
+7 - Handle Animal (1+3+3+0)
+7 - Knowledge (arcana) (1+3+3+0)
+7 – Knowledge (dungeoneering) (1+3+3+0)
+7 - Knowledge (geography) (1+3+3+0)
+7 – Knowledge (history) (1+3+3+0)
+7 – Knowledge (local) (1+3+3+0)
+7 – Knowledge (nature) (1+3+3+0)
+7 – Knowledge (nobility) (1+3+3+0)
+7 – Knowledge (planes) (1+3+3+0)
+7 – Knowledge (religion) (1+3+3+0)
+13 – Linguistics (7+3+3+0)
+21 - Perception (7+3+2+9) +2 keen senses, +5 lenses of detection, +2 alertness (familiar)
+8 - Ride (1+3+4+0)
+9 - Spellcraft (3+3+3+0)
+19 - Stealth (7+3+4+5)
+11 - Survival (7+3+2+0) +6 to track, +8 to track giants
+6 - Swim (1+2+3+0)


Race/Class Abilities:

Favored Class: Wizard (5 used for skill points)

Elf Abilities:
+2 Dexterity, +2 Intelligence, –2 Constitution.
Medium size, Normal speed, Humanoid (elf).
Low-Light Vision.
Elven Immunities. Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Keen Senses. +2 to Perception
Silent Hunter. Stealth penalty while moving lessened by 5, Stealth checks while running -20. Replaces Elven Magic.
Fey Thoughts. Acrobatics and Diplomacy are calss skills. Replaces Weapon Familiarity.

Ranger Abilities:
Proficiencies. Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields.
Favored Enemy (Humanoid, Giant). +2 on Bluff, Knowledge, Perception, Sense Motive, Survival Checks, weapon attack and damage rolls.
Track. +1 to track or identify tracks.
Wild Empathy. Can try to change attitude of wild animals.
Combat Style Feat. Archery.

Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond. Familiar, Thrush. Grants Rommin a +3 bonus to Diplomacy. Can speak Common.
Cantrips and spells.
Bonus Feats. Scribe Scroll (1st Wizard)
Arcane School, Forewarned. Always act in surprise round, but flatfooted until take an action. Initiative bonus +2
Arcane School, Prescience. Free action, roll a d20. Substitute roll for another d20 roll before next turn. Six times per day.


Spells:

Memorized:
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.
Spell Book
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.

Background:
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.


Equipment:

Encumbrance: 45# Light, (58/116/175).

Carried/Worn
Explorer’s Outfit
Poncho, 2#
Scarf, ½#
Mithral Chain Shirt +1, 10#
Masterwork Cold Iron Longsword, 4#
Masterwork Silvered Light Mace, 4#
Boots of Elvenkind, 1#
Cloak of Elvenkind, 1#
Belt of Incredible Dexterity +2, 1#
Lenses of Detection
Ring of Sustenance
Spell Component Pouch, 2#
Wooden Holy Symbol

Belt Pouch, ½#
-Flint and Steel

Bandolier
-Acid, 1#
-Alchemist’s Fire, 1#

Efficient Quiver, 2#
-Darkwood Masterwork Adaptive Composite Longbow +1, 1.5#
-Wand of Cure Light Wounds CL1 50 charges
-Wand of Longstrider CL1 50 charges
-Wand of Gravity Bow CL1 50 charges
-Cold Iron Durable Arrows (30)
-Cold Iron Durable Arrows, with silver blanche (10)
-Cold Iron Durable Arrows, with adamantine blanche (10)
-Cold Iron Durable Arrows, with ghost salt blanche (10)

Quiver, Blunt Arrows (20), 3#

Backpack, 2#
-Gear Maintenance Kit, 2#
-Scrivener’s Kit, 1#
-Bedroll, 5#
-Everburning Torch, 1#
-Grooming Kit, 2#


Solonor Thelandira:
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.

Familiar:

Rommin’s familiar is a thrush named Wisp.

Familiar, Thrush
CG Diminutive animal
Init +2; Senses low-light vision; Perception +13
Defense
AC 19, touch 16, flat-footed 17 (+2 Dex, +4 size, +3 natural armor)
hp 24
Fort +2, Ref +6, Will +6
Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d2–5)
Space 1 ft., Reach 0 ft.
Statistics
Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +4; CMB +2; CMD 7
Feats Skill Focus (Perception)
Skills Fly +12, Perception +13

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.