Telandia Edasseril

Rylassa Kaelfara's page

7 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).

Full Name

Rylassa Kaelfarra


Elf (Sun)


Sorcerer (Starsoul) 3







Special Abilities

Immune to Sleep, Minute Meteors 7/day, Cold Resist 5




Sehanine Moonbow, Mystra


The Dales


Common, Elven, Sylvan



Strength 15
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 16
Charisma 18

About Rylassa Kaelfara

Stats I'm saving for an entirely different character:
Quor Mor'kerym

NG Elven Slayer (Vanguard) 1/Fighter 3
Init +4; Senses Low-light vision; Perception +2

hp 30 (4d10+4)
AC 19 (Armor +5, Dex +3 Shield +1) | CMD 20
Fort 6 Ref 6 Will 1 (Versus fear +3, versus death +2)
Bravery +1 vs fear saves

BAB +4, CMB +7
Longsword +1

Str 16 Dex 16 Con 12 Int 13 Wis 10 Cha 12
20 Point Buy; Elf +2 Dex and Int, -2 Con; 4th level bonus: Str

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor.

Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.

Lookout (Ex): At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks. This ability replaces track.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Fighter Bonus Feat x2

Exotic Weapon Proficiency: Boomerang

(Slayer 6+Int/level (7); Fighter 2+Int/level +1 favored class (4/level=12))

Acrobatics +10 (4 ranks + 3 Dex + 3 class)
Bluff +1 (Cha)
Climb +7 (1 rank + 3 Str + 3 class)
Craft +1 (Int)
Disguise +1 (Cha)
Handle Animal (Cha)
Heal (Wis)
Intimidate +1 (Cha)
Knowledge +5 (dungeoneering) (1 rank +1 Int + 3 class)
Knowledge (engineering) (Int)
Knowledge +5 (geography) (Int) (1 rank + 1 Int + 3 class)
Knowledge (local) (Int)
Perception +7 (2 rank + 0 Wis + 3 class + 2 race)
Profession (Wis)
Ride +7 (1 rank + 3 Dex + 3 class)
Sense Motive (Wis)
Stealth +7 (1 rank + 3 Dex + 3 class)
Survival +6 (3 rank + 0 Wis + 3 class)
Swim +7 (1 rank + 3 Str + 3 class)
Use Magic Device +8 (4 rank + 1 Cha +2 class + 1 trait)

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

Dangerously Curious (Magic): You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Reincarnated (Faith): You lived a previous life as someone—or something— else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

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.

WBL 6,000 gp

+1 Longsword (2,315 gp)
Mithral Armored Coat +1 (Armor bonus +5, Max Dex +5, ACP -0) (2,200 gp)
Mwk Composite Longbow Mighty +1 (500 gp)
Mwk light darkwood quickdraw shield (Armor bonus +1, ACP 0) (263 gp)
Boomerang (x5) (3 gp each = 15 gp, 3 lbs each = 15 lbs) 1d6 damage, range 30 ft
Alchemist's Fire x5 (20 gp-100, 1d6 x2 10 ft)
Arrows x80 (4 gp, 4x3lbs-12 lbs)
Alchemical silver arrows x10 (20 gp, 5 sp)
Cold iron arrows x10 (20 gp, 5 sp)
Crowbar (2 gp, 5 lbs)
Grappling Arrow x5 (5 gp, 2.5 lbs)
Masterwork backpack (50 gp, 4 lbs)
Musical instrument (ocarina) (5 gp, 3 lbs)
Bedroll (1 sp, 5 lbs)
Belt pouch (1 gp, 1/2 lb)
Flint and steel (1 gp)
Folding pole (2 sp, 10 lbs)
Grooming kit (1 gp, 2 bs)
Mess kit (2 sp, 1 lb)
Snorkel (5 sp)
Torch x5 (5 cp, 5 lbs)
Trail Rations x7 (5 sp, 1 lb=3.5 gp, 7 lbs)
Waterskin (1 gp, 4 lbs)

Potion of Cure Light Wounds x2 100

Coin remaining: 315 gp, 5 cp