Elf

Samisel's page

55 posts. Alias of normanak.


Full Name

Samisel Donarion

Race

Elf

Classes/Levels

Cavalier/2

Gender

Male

Size

M

Age

47

Special Abilities

Immune to Magical Sleep, Low Light Vision, +2 Saving Throw vs. Enchantment, +2 to Overcome Spell Resistance, +2 to Spellcraft to Identify Magic Items, +2 Perception

Alignment

Lawful Neutral

Deity

Gaea

Location

Oceania

Languages

Common, Elven, Sylvan

Strength 13
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 11
Charisma 14

About Samisel

Samisel Donarion
Male Elf Child of Earth
Cavalier/2
Lawful Neutral
Init +3; Senses Perception +6
Speed 20', 50' Mounted

DEFENSE

AC Mounted w/Lance and Shield 17 (Dex+3, Armor +3, Shield +1), Touch 13 (Dex +3), Flat-Footed 14 (Armor +3, Shield +1), AC On Foot w/Elven Curve Blade 16 (Dex+3, Armor +3), Touch 13 (Dex +3), Flat-Footed 13 (Armor +3), - MW Studded Leather (+3 AC, +5 Max Dex Bonus, 0 ACP), Light Steel Shield (+1 AC, -1 ACP)

CMD +15
HP (20), current (17)
Fort +4, Ref +3, Will +0

OFFENSE

Melee Elven Curve Blade +3(d10,18-20/x2), Lance +3(d8,x3), Lance, Mounted, Charging +3, (2d8,x3), Warhammer +3(d8,x3), Dagger +3(d4,19-20/x2)

Ranged Shortbow +4(d6,x3,60'), Thrown Dagger +4(d4,19-20/x2,10'), Musket +4(2d6,19-20/x3,60')

STATISTICS

Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 13 (+1), Wis 11 (+0), Cha 14 (+2)
Base Atk +2; CMB +3; CMD +15

FEATS

Mounted Combat - You are adept at guiding your mount through combat.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Precise Strike - You are skilled at striking where it counts, as long as an ally distracts your foe. Prerequisites: Dex 13, base attack bonus +1. Benefit: Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack.
This bonus damage is not multiplied on a critical hit.

SKILLS Acrobatics +2 (+3 Dex, -1 ACP), Appraise +1, Bluff +6 (+2 Cha, +1 Rank, +3 Class), Climb +2 (+2 Trait, +1 Str, -1 ACP), Craft +1, Diplomacy +6 (+2 Cha, +1 Rank, +3 Class), Disguise +2, Escape Artist +2 (+3 Dex, -1 ACP), Fly +2 (+3 Dex, -1 ACP), Handle Animal +6 (+2 Cha, +1 Rank, +3 Class), Heal +0, Intimidate +2, Knowledge +1, Linguistics +1, Perception +7 (+2 Racial, +2 Rank, +1 Class), Perform +2, Profession +0, Ride +7 (+3 Dex, +1 Rank, +3 Class), Sense Motive+6 (+2 Trait, +1 Rank, +3 Class), Stealth +3 (+3 Dex, +1 Rank, -1 ACP), Survival +4, (+0 Wis, +1 Rank, +3 Class), Swim +5 (+1 Str, +1 Rank, +3 Class (+4 if Carrying Shield))

CLASS FEATURES Simple and Martial Weapons Proficiency, All Armor Proficiency, Shield Proficiency, Challenge 1/day (Damage Bonus Equal to Cavalier Level vs. Challenged Foe, -2 AC Against All Other Foes, Allies Receive +1 Melee Atk Bonus vs. Challenged Foe if Cavalier Threatens), Mount (Riding Chameleon), Order of the Dragon (+1 Survival Check to Find Food & Water or Protect His Allies From Harsh Weather), Tactician 1/day (Gain Free Teammate Feat, Can Grant Feat to Allies Within 30', Allies Retain Feat for 3 Rounds), Aid Allies (Using Aid Another Allows Ally to Add +3 to AC, Atk Roll, Damage Roll or Skill Check)

LANGUAGES

Common, Elven, Sylvan

FAVORED CLASS

Cavalier +1 Skill Point, +1 Hit Point

TRAITS

Child of Earth: As a citizen of Verdan, you know first hand the power of the untamed natural world. You are cautious, stoic, and full of resolve, and you have only survived this long by keeping a keen eye out for danger. +2 to Sense Motive and Climb, and they are always considered class skills to you. In addition, you may treat five feet of dense undergrowth as if it were normal terrain.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

EQUIPMENT:

Studded Leather Armor (20 lbs.)
Light Steel Shield (6 lbs.)
Elven Curve Blade (7 lbs.)
Lance (10 lbs.)
Short Bow (2 lbs.)
40 Arrows (6 lbs.)
Musket (12 lbs.)
Warhammer (5 lbs.)
2 Daggers (2 lbs.)
Backpack (2 lbs.)
Bedroll (5 lbs.)
Belt Pouch (.5 lbs.)
10 Candles
Flint & Steel
Silk Rope (5 lbs.)
Waterskin (4 lbs.)
Whetstone (1 lb.)
3 Traveler's Outfits (15 lbs.)
7 Days Travel Rations (7lbs.)
Bit & Bridle (1 lb.)
Exotic Military Saddle (40 lbs.)
Total Weight - 99.5 lb. (Med Encumbrance)
Money - 6 PP, 6 GP, 2 SP, 8 CP

WISHLIST:

1,000 gp or less +1 armor/shield
5,000 gp or less Belt of Giant Strength
10,000 gp or less Ring of Force Shield
15,000 gp or less Shield of Spell Resistance(17)
25,000 gp or less Winged Boots
50,000 gp or less Shield of Determination
100,000 gp or less Lord's Banner of Victory

BACKGROUND:

MOUNT:
Ornerokh - Riding Chameleon
Size: Large
Speed: 50 ft.
Swim: 30 ft.
Climb: 50 ft.
AC: +1 Natural Armor
Attack: bite (1d8 plus grab)
STR: 15
DEX: 16
CON: 12
INT: 2
WIS: 12
CHA: 6
Special Qualities: Low Light Vision, Scent, +20 to Stealth When Standing Still.

7th Level Advancement
Size: Large
Speed: 60 ft.
Swim: 40 ft.
Climb: 60 ft.
AC: +2 Natural Armor
Attack: bite (1d10 plus grab)
+2 DEX
+2 CON
Special Qualities: Hide in Plain Sight (does not apply to rider), Tongue Lash (standard action, grapple attempt, 15 ft range increment, if successful target is dragged adjacent to chameleon).

APPEARANCE:
Samisel is tall, 6'2', and slender, 175 lbs. His skin is pale and burns quite easily. His eyes are grey and his hair is long and silvery with a decided green tinge. He is good-natured and smiles easily, though he is obviously not comfortable on board ship.