Seltyiel

Sable Soren's page

485 posts. Alias of BloodWolven.


Race

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11

Classes/Levels

Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Age

475

Alignment

LG

Strength 24
Dexterity 20
Constitution 18
Intelligence 19
Wisdom 20
Charisma 16

About Sable Soren

Silver Sable Soren 8th level Gestalt
Weapon Master (Fighter) 8 / Rogue 7 | Scaled Monk 1

Silvillinis Sable Soren
Male Sublime Elven Fighter / Rogue (Weapon Master) 8

(Sublime, Star/Silver Elf)
LG Medium Humanoid
Init +4; Perception +5
--------------------
Defense
--------------------
Augment Crystal:
Clasp of Cold Protection, resist cold 10, 50/day
Greater Crysal of Mind cloaking, +3 on saves vs. mind affecting spells and effects. Reroll a will save 1/day

AC 36, touch 33, flat-footed 33 (+4 Mage armor, +9 Dex, +3 Def, Cha +11)

(+2 AC vs chaotic creatures!!!)

hp 230 (62+72+8+88); 10, 6, 10, 8, 7, 4, 7, 10,
8d20, Con modifier, Toughness, Cha modifier,

Fast healing 11, DR 5/cold iron

Fort +20, (base +6, Con +9, magic item +5)
Ref +20, (base +6, Dex +9, magic item +5)
Will +18, (base +2, Wis +5, magic item +5, trait +1, crystal +3, elf +2)

CMD 27
(+1 bonus to CMD against disarm and sunder attempts with great swords)

--------------------
Offense
--------------------
Speed 40 ft., BAB+8, CMB +18, CMD 27
Melee
MC Dagger +18 (1d4+10/19-20)
+1 cold iron Warhammer +18 (1d8+11/x3)
+2 Mercurial Mithril [dice=Elven Courtblade]1d20+21[/dice] [dice=damage]2d6+15+4+2+1d4[/dice] crit: 18-20

+2 Mercurial [dice=PA, Elven Courtblade]1d20+21-3[/dice] [dice=damage]2d6+21+9[/dice]

Sneak attack damage: +4d6

Range
[dice=+1 Adative Composite Longbow]1d20 +13[/dice] [dice=damage]1d8+11+1d6[/dice] (x3) 150 ft.

Augment Crystal:
Least White +1 sonic damage,
Lesser White +1d4 sonic damage, (sword)
Crystal of life drinking 3 points every hit, max 30 per day.
Lesser Yellow = electricity +1d6 (bow)

Special Attacks: Power Attack -3 attack and +9 damage two hands/+6 damage one hand.

Reliable Strike (Ex): he may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. once per day.

favored class: rogue/fighter specials
--------------------
Statistics
Mod | Final | (Starting, Race, Template, magic items, age, Dedicates, level, Axiomatic bonus, wish)
+10 | STR 30 | (16, +0, +2, +4, +0, +5, +2, +0, +1)
+9 | DEX 28 | (16, +2, +2, +4, +0, +2, +0, +2, +0)
+9 | CON 29 | (16, -2, +8, +4, +0, +2, +1, +0, +0)
+7 | INT 24 | (13, +2, +4, +0, +3, +2, +0, +0, +0)
+4 | WIS 19 | (14, +0, +0, +0, +3, +2, +0, +0, +0)
+11 | CHA 32 | (12, +0, +8, +4, +3, +5, +0, +0, +0)

Feats:
1st: Weapon Focus: Heavy Blades
1st (Fighter): Furious Focus
2nd (Fighter): Cleave
2nd (Ninja Trick): Vanishing Trick
3rd: Cleaving Finish
4th (Fighter): weapon specialization
4th (Ninja Trick: Style Master): Demonic Style
5th: Great Cleave
6th (Fighter): Improved Cleaving Finish
6th: (Combat Trick): Powerful maneuvers
7th (Extra Rogue Talent: Style Master): Demonic Momentum
7th: Leadership
8th (Fighter): Vital strike


9th: Devastating Strike
11th: Improved Vital Strike
16th: greater vital strike
Painful Blow
—----------------
3rd: Demonic Style - While using this style, when you use the charge action, the bonus on your attack roll increases by 1, and you deal 2 additional points of damage with melee attacks made as part of the charge.
—-------------
5th: Demonic Momentum: While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you gain a +2 bonus on melee weapon damage rolls against that opponent for every 5 feet it was moved by your bull rush. This bonus lasts until the end of your next turn, and it stacks with the damage bonus granted by Demonic Style.
—-------------
9th: Demonic Slaughter:
While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you can immediately use Great Cleave as though you had used a standard action to do so. This occurs after the effect of your bull rush is fully resolved. The target of your bull rush must be the target of the first attack you make as part of Great Cleave.

6/6 [Favored Class bonus for 2nd to 7th level] Rogue Talent gained at 7th level.
1/6 [Favored Class bonus for 8th to 12th level] Rogue Talent gained at 13th level.

Gear:
Cloak of Resist +5
Ring of Protection +3
Belt of physical perfection +4
Shirt of the Fey DR 5/cold iron
Headband of Charisma +4

a strange ring made of green wood on one
finger seems of interest—the ring depicts an eel and
a frog locked in a tangle. This is a ring of swimming, but
its unique appearance makes it quite recognizable, and
openly displaying this ring could solve or cause problems
in “Blood for Blood,” the fourth Kingmaker adventure.

Potions:

#
Potion
#
Potion
#
Potion
8
Cure light wounds 1d8+1
2
Mage armor
3
invisibility
3
Cure mod wounds 2d8+3
4
shield
2
Expeditious retreat

Traits:

Noble born: +1 on will saves. Sense Motive and Diplomacy are always class skills.

Finding your Kin: Gain +1 HP and skill point for staying in your favored class.

Undead Slayer
Instructed at a young age in the tenets of the faith of the Goddess of Souls, you view the undead as abominations that must be destroyed so their souls can journey beyond to be judged.
Benefit: You gain a +1 trait bonus on weapon damage rolls against undead.

****

Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +6, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Skills: 64+48+8=120

Acrobatics +11, (ranks 8, Dex +4) (-1 ACP)
*Appraise
*Bluff +17, (ranks 4, Cha +10, CS +3)
*Climb +16, (ranks 4, Str +10, CS +3) (-1 ACP)
*Craft (Blades) +21, (ranks 8, Int +6, specialize +2, MW tools +2, CS +3)
*Diplomacy +21, (ranks 8, CS +3, cha +10)
*Disable Device +16, (ranks 8, Dex +4, CS +3) (-1 ACP)
*Disguise +15 , (ranks 2, CS +3, cha +10)
*Escape Artist +11, (ranks 8, Dex +4) (-1 ACP)
*Handle Animal +17, (ranks 4, Cha +10, CS +3)
Heal +15, (ranks 6, Wis +5, +2 belt, +2 kit)
*Intimidate +15, (ranks 2, Cha +10, CS +3)

Knowledge
(local) (Int)
(nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

*K (dungeoneering) +15, (ranks 6, Int +6, CS +3)
*K (engineering) +15, (ranks 6, Int +6, CS +3)
*K Local +15, (ranks 6, Int +6, CS +3)
*K nobility +15, (ranks 6, Int +6, CS +3)

*Linguistics +15, (ranks 6, Int +6, CS +3)

Perception +18, (ranks 8, Wis +5, CS +3, Racial +2)
*Profession (weapon smith) +16, (ranks 8, Wis +5, CS +3)
*Profession (Soldier) +16, (ranks 8, Wis +5, CS +3)
*Ride +8, (ranks 2, Dex +4, CS +3) (-1 ACP) +2 to stay in saddle
*Sense Motive +9, (3 ranks, Wis +3, CS +3)
Steath +3, (ranks 0, Dex +4) (-1 ACP)
*Survival +9, (ranks 3, Wis +3, CS +3)
*Swim +10, (ranks 2, Str +6, CS +3) (-1 ACP)

Languages: Common, Elven, Sylvan, Draconic

[/spoiler]

\\\

Silvillinis Sable Soren:

Male Elven Fighter (Weapon Master) 5 (Star/Silver Elf) Delayed Enhanced Fighter
LG Medium Humanoid
Init +4; Perception +5
--------------------
Defense
--------------------
Augment Crystal:
Clasp of Cold Protection, resist cold 10, 50/day
Crysal of Mind cloaking, +1 on saves vs. mind affecting spells and effects.

AC 22, touch 16, flat-footed 19 (+7 Mithral Full Plate of Speed (+1), +4 Dex, +2 Def, +2 vs chaotic creatures!!!)
hp 61 (5d10+15+5); 10, 6, 10, 8, 7
Fort +8, (base +4, Con +3, magic +1)
Ref +6, (base +1, Dex +4, magic +1)
Will +6, (base +1, Wis +3, magic +1, trait +1)

CMD 25
(+1 bonus to CMD against disarm and sunder attempts with great swords)

--------------------
Offense
--------------------
Speed 30 ft., BAB+5, CMB +12, CMD 27
Melee Dagger +11 (1d4+4/19-20)
Warhammer +11 (1d8+6/x3)
+1 Mercurial [dice=Elven Courtblade]1d20+14[/dice] [dice=damage]2d6+13[/dice] crit: 18-20
+1 Mercurial [dice=PA, Elven Courtblade]1d20+14-2[/dice] [dice=damage]2d6+13+6[/dice]
[dice=MW Composite (+4 str) Longbow]1d20 +10[/dice] [dice=damage]1d8+4[/dice] (x3) 150 ft.

Augment Crystal:
Least White +1 sonic damage,
Lesser White +1d4 sonic damage,
Crystal of life drinking 3 points every hit, max 30 per day. (sword)
Lesser Yellow = electricity +1d6 (bow)

Special Attacks: Power Attack -2 attack and +6 damage two hands/+4 damage one hand.

Reliable Strike (Ex): he may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. once per day.

--------------------
Statistics
--------------------
Stat Final Beginning Bonuses
Str 24 14 (+2 from gloves), +2 enhance, +5 Dedicates, +1 lvl 4
Dex 20 16 - +2 axiomatic bonus, +2 Dedicates
Con 18 16 - +2 Dedicates
Int 19 15 - +2 enhance, +2 Dedicates
Wis 20 16 - +2 enhance, +2 Dedicates
Cha 16 12 - +2 enhance, +2 Dedicates

Feats:
1 - Weapon Focus Greatsword
1 F - Power Attack
2 F - *Cleave
3 - combat Reflexes
4 F- weapon specialization
5 - Cleaving finish

Traits:

Noble born: +1 on will saves. Sense Motive and Diplomacy are always class skills.

Finding your Kin: Gain +1 HP and skill point for staying in your favored class.

Undead Slayer
Instructed at a young age in the tenets of the faith of the Goddess of Souls, you view the undead as abominations that must be destroyed so their souls can journey beyond to be judged.
Benefit: You gain a +1 trait bonus on weapon damage rolls against undead.

****

[spoiler=Skills] Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +6, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Skills: 20+10+5
Acrobatics +4, (ranks 1, Dex +4) (-1 ACP)
*Climb +10, (ranks 2, Str +6, CS +3) (-1 ACP)
*Craft (Blades) +14, (ranks 5, Int +2, specialize +2, MW tools +2, CS +3)
*Diplomacy +7, (ranks 3, CS +3, cha +1)
*Handle Animal +8, (ranks 4,Cha +1, CS +3)
Heal +8, (ranks 1, Wis +3, +2 belt, +2 kit)
*Intimidate +5, (ranks 1, Cha +1, CS +3)
*K (dungeoneering) +6, (ranks 1, Int +2, CS +3)
*K (engineering) +6, (ranks 1, Int +2, CS +3)
Linguistics +2, (ranks 0, Int +2)
Perception +6, (ranks 1, Wis +3, Racial +2)
*Profession (weapon smith) +8, (ranks 2, Wis +3, CS +3)
*Profession (Soldier) +9, (ranks 3, Wis +3, CS +3)
*Ride +8, (ranks 2, Dex +4, CS +3) (-1 ACP) +2 to stay in saddle
*Sense Motive +9, (3 ranks, Wis +3, CS +3)
Steath +3, (ranks 0, Dex +4) (-1 ACP)
*Survival +9, (ranks 3, Wis +3, CS +3)
*Swim +10, (ranks 2, Str +6, CS +3) (-1 ACP)

Languages: Common, Elven, Sylvan, Draconic

[/spoiler]

present and later feats:

Cleave (Combat)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC.

Racial Traits:

Elven Meditation: 4 hours a day rather than sleeping 8.

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

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

Vigilance You gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.

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.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Gear:

(5) Oil (1-pint flask): 5 lb.
(8)Rations, trail (per day): 8 lb.
(5) Torch: 5 lb.
(3)Extra Traveler's outfit: 15 lbs.

one of each:
Acid (flask): 1 lb.
Alchemist's fire (flask): 1 lb.
Holy water (flask): 1 lb.
Sunrod: 1 lb.
Thunderstone: 1 lb.
Tindertwig: -
Whetstone:1 lb.
Tent: 20 lbs.
silk Rope (50 ft.):5 lbs.
knotted silk Rope, (50 ft.): 10 lbs.
Rope, hemp (50 ft.):10 lbs.
Blanket, winter: 3 lbs.
Case, map or scroll: 1/2 lb.
Flint and steel: —
Shovel or spade: 8 lbs.
Signal whistle: —
Waterskin: 4 lbs.
wineskin: 4 lbs.
Climber's kit: 5 lbs.1
MC Healer's kit: 10 lb.
Corithian Larithon Holy symbol, silver: —

A dozen bear traps.

Military Saddle, 2 saddle bags (Empty Weight: 8 lbs. Capacity: 20 lbs.),

Cloak of Resist +1
Ring of Protection +2

a strange ring made of green wood on one
finger seems of interest—the ring depicts an eel and
a frog locked in a tangle. This is a ring of swimming, but
its unique appearance makes it quite recognizable, and
openly displaying this ring could solve or cause problems
in “Blood for Blood,” the fourth Kingmaker adventure.

Loot:
20 gold

Jhod agrees to provide all of his spellcasting
for free to the PCs for life (with the exception of expensive
material components, which the PCs must still supply).

masterwork hand axe, 40 gold, +1 scale mail, masterwork cold iron longsword., 38 gp, 520 sp, a pewter drinking
stein worth 12 gp, a silver ring worth 35 gp, a jade carving
of a nude female elven monk worth 85 gp, and a watertight
scroll tube

400 gp, 800, 1600, 1300, 500


Cencistrai ~ Elven Horse:

Draft (Heavy) HorseCR 2

XP 600
N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3

OFFENSE

Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ docile

SPECIAL ABILITIES

Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a horse’s hooves are treated as secondary attacks.

Resist Enchantment: +2
Sprint: Once per hour, and Elven Horse can move five times its normal speed when it takes a charge action.

Description:

The male elf before you has pale skin with flecks of reflective shiny skin almost like glitter. His white hair hangs loosely down below his neck. His blue eyes seem very intelligent and aware of his surroundings. Piercings and silver jewelry are very apparent on his figure showing his status and wealth. The chain mail suit of armor hangs tight to his figure with a simple blue tunic over it. Black leather breeches, belt and thick soled boots finish his look of simplicity and bring attention to his silver adornments. A thick curved blade resides on his back most of the time, it is nearly five feet long and a hollow along the blade allows a silver like liquid to rush along the blade. On his other shoulder resides a quiver and composite bow.

Background:
Sable is part of a noble house, in the lands, though with his craft alone much wealth is made. He has children who have grown up and had grand children of their own. His house would be large with many in his employ, D sounds to be an excellent head butler. His first priority is protection, and with the princesses call he would take D with him, leaving the house to take care of itself under his children's care.

Though Sable is the head of the house he would want to deal with matters himself, especially the kidnapping of one of his own kin. Along the way the new crime lord learned that they messed with the wrong family. They skipped town and they are presently tracking the men. Now on the road many would be gathered on this path, for the princess, the kingdom, and for the upkeeping of the Law.

Then you have the elf noble that loves to run away from the politics of his family and fight the good fight.

Sable himself is a sort of myth or legend. When it comes the Aldori Academy. His name is known for out doing several Aldori Lords and teachers. Though as legends and myths go, they are likely elaborated upon and rumors can make anything more than it actually is. Also it was a good 100 years ago. The house name Soren can easily be tracked within the numbers among the Aldori Academy as most of his family have trained there. Kybastion Soren a grandson of Sable is presently a teacher at the Aldori Academy.

stats:
HP: 61/61 _ AC: 20 _ T: 14 _ FF: 17, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.

Class Traits:

Weapon Master:
Devoted to the perfection of a single weapon, the weapon master’s meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The weapon master must select a single type of weapon (such as greatsword). All of his abilities apply to that weapon type.

Weapon Guard (Ex)
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.
This ability replaces bravery.

Weapon Training (Ex)
At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
This ability replaces armor training 1, 2, 3 and 4.

+2 bonus on attack and damage rolls.

Reliable Strike (Ex)
At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.
This ability replaces weapon training 1.

Mirror Move (Ex)
At 9th level, a weapon master gains his Weapon Training bonus as an insight bonus to AC when attacked by his chosen weapon.
This ability replaces weapon training 2.