Valeros

Saren Elken's page

208 posts. Alias of BloodWolven.


Full Name

Saren Elken

Race

Vital:
HP: 13/37 | AC: 19_ T: 14_ FF: 15 | Perception +5, Initiative: +3 | Fort: +7 _ Ref: +4 _ Will: +5 (+6 vs. fear) | CMB: +9, CMD: 22, Speed: 30

Classes/Levels

Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7

Strength 22
Dexterity 16
Constitution 18
Intelligence 14
Wisdom 16
Charisma 14

About Saren Elken

Status:

Character:

Saren Elken Koehvain (Earth Spirit)
Male Human Fighter 3 (6)/(Bard 6)
CG Medium Humanoid
Init +3; Perception +5
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Defense
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AC 19, touch 14, flat-footed 15 (+5 Chainshirt (+1), +3 Dex, +1 Dodge)
hp 37 (3d10+12); 10, 8, 7
Fort +7, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee Dagger +9 (1d4+4/19-20)
Longsword +9 (1d8+4/19-20)
Warhammer +9 (1d8+4/x3)
[dice=+1 Mercurial Greatsword]1d20 +11[/dice] [dice=damage]2d8+10[/dice] Crit: 19-20
[dice=MW Composite (+5 str) Longbow]1d20 +7[/dice] [dice=damage]1d8+5[/dice] Crit: x3) 150 ft.
Special Attacks: Power Attack -1 attack and +3 damage two hands/+2 damage one hand.
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Statistics
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Str 22 (+2 from gloves)
Dex 16
Con 18
Int 14
Wis 16
Cha 14

Feats: Weapon Focus Greatsword, Power Attack, Cleave, Unarmed Strike, Dodge,

Traits: Bastard: +1 on will saves.
Log Roller (forest): The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks, Acrobatics is always a class skill for you, and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Fortified Drinker (CG): Your god’s holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.

Skills:
Acrobatics +7, (ranks 2, Dex +3, CS +3, trait +1) (-2 ACP)
Climb +8, (ranks 1, Str +6, CS +3) (-2 ACP)
Craft (Blades) +10, (ranks 2, Int +2, specialize +2, MW tools +2, , CS +3)
Diplomacy +4, (ranks 0, racial +2, cha +2)
Handle Animal +6, (ranks 1,Cha +2, CS +3)
Heal +3, (ranks 0, Wis +3)
Intimidate +6, (ranks 1, Cha +2, CS +3)
K (dungeoneering) +6, (ranks 1, Int +2, CS +3)
K (engineering) +6, (ranks 1, Int +2, CS +3)
Linguistics +3, (ranks 1, Int +2)
Perception +5, (ranks 0, Wis +3, Racial +2)
Profession, (ranks 0, CS +3)
Ride +6, (ranks 2, Dex +3, CS +3) (-2 ACP)
Steath +1, (ranks 0, Dex +3) (-2 ACP)
Survival +8, (ranks 2, Wis +3, CS +3)
Swim +7, (ranks 1, Str +6, CS +3) (-2 ACP)

Languages: Common, Celstial, Elven, Sylvan, Draconic

SQ: Darkvision up to 60 feet, +2 Perception, resistance acid 5, cold 5, and E 5. Time of the Elves.

Aasimars are insightful,confident, and personable.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).

Spoiler:
Time of the Elves. Saren has spent many years with the elves. These years have made him more like them. He has learned the skill linguistics and it is classified as a class skill for him. Due to saving and being saved on several instances by his companions and protectors, he is connected to the fell drake. When a great change approached he was casted out more for his own sake than for their protection, nonetheless he took it the hard way and resorted to praising his god by drinking. His body is tattooed by elf writing and runes.

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.

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last 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.

Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.

Crested Felldrake - ThaRil:

I was wondering if I could still have my felldrake? A true Felldrake is in Monster Manuel II of 3.5 and there are three kinds a crested, a spitting and a horned. I envisioned Saren's mount to be a crested Felldrake CR 1 normally, though make it large, and with 2 more HD, thus making it a CR 4.

Crested Felldrake
Large Dragon
Speed 60 feet
Init. +4, Perception +7
4d12+20 (52hp)

AC 11 (size -1, nat armor +2)

Fort +9 Ref +1 Will +2

Bite +9 (2d6+5)

str 21
dex 10
con 20
Int 6
Wis 12
Cha 9

Skills:
Stealth +4
Acrobatics +4
Perceptoin +7

Feats: Alertness, Imp. Initiative

A crested felldrake looks like a small wingless dragon with powerful hind legs and a bright crest on its head.
Picture of Saren and his mount, the Crested Felldrake!

He is basically just a companion and a mount for Saren, if any major battle happens the drake knows to high tail it out of the region. Saren can take care of himself.

Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7