Abra Lopati

Seldiir Elberion's page

554 posts. Organized Play character for GeraintElberion.


Full Name

Seldiir Elberion

Race

Human (Chelaxian)

Classes/Levels

Ranger (Sable Company Marine) 5 | HP 44/44 | AC 19/12/17 | Init+7; Perc+9 | Fort+6(+7) Ref +7 Will+3(+6)

Gender

Male

Size

m

Age

22

Alignment

NG

Deity

Shelyn

Location

Absalom/Korvosa

Languages

Common

Occupation

Junior Ambassador

Strength 19
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 13
Charisma 10

About Seldiir Elberion

Seldiir Elberion
Male human (Chelaxian) ranger (sable company marine) 5 (Pathfinder Campaign Setting: Inner Sea Combat 43)
NG Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex; +2 deflection vs. evil)
hp 44 (5d10+10)
Fort +6 (Permanent Endure Elements vs. heat up to 110F, +1 trait bonus vs. drugs or poisons), Ref +7, Will +3 (+1 trait bonus vs. mind-affecting effects); +2 resistance vs. evil
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +9 (1d6+4) or
. . dagger +9 (1d4+4/19-20) or
. . greatsword +9 (2d6+6/19-20)
Ranged darkwood composite longbow +8 (1d8+4/×3)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +4)
Ranger (Sable Company Marine) Spells Prepared (CL 4th; concentration +5)
. . 1st—gravity bow[APG], magic fang
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 12, Int 10, Wis 13, Cha 10
Base Atk +5; CMB +9; CMD 21
Feats Boon Companion[UW], Deadly Aim, Endurance, Monstrous Mount, Power Attack, Totem Beast
Traits magical knack, secret revolutionary (cheliax)
Skills Climb +9, Handle Animal +8, Heal +5, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +9, Ride +9 (+11 to stay in the saddle), Spellcraft +4, Stealth +5, Survival +9, Swim +9
Languages Common
SQ favored terrain (urban +2), track +2, wild empathy +5
Combat Gear oil of bless weapon, oil of magic weapon, potion of cure light wounds, potion of enlarge person, potion of protection from evil, wand of cure light wounds, acid, alchemist's fire, holy water (2), vermin repellent[UE], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear +1 mithral agile breastplate[APG], arrows (60), blunt arrows[APG] (20), club, dagger, darkwood composite longbow (+4 Str), greatsword, cloak of resistance +1, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, spiritbane spike, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone (2), wrist sheath, spring loaded, wrist sheath, spring loaded, 3,417 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Beaky) Companion or familiar abilities are treated as if you were a higher level.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Totem Beast Animal companion gains abilities of an animal focus.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------

Chronicle Boons:

Solstice Scar
Blood and Courage: As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15ft cone as a standard action.
Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain,you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).
At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore your life at the end of that adventure is reduced by 3 prestige points for each unique martyr’s shard boon this character has earned. If a PC casrs a spell to restore you to life and the end of the adventure instead, reduced the material component cost by 1,000gp for each unique martyr’s shard boon this character has earned.
Martyr’s Shard 4: as a free action, grant one weapon a +1 enhancement bonus for one minute. During this time the weapon also ignores 5 points of DR from undead.

Reaping What We Sow
Banish the Hag: Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their tricks. Before attempting a saving throw against a curse or a witch’s hex, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet when you’re targeted by a spell or effect that would remove a curse; the caster gains a +4 bonus on the caster level check to remove that curse.
Leshy Token: You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. If you wear this as if it were a magic item that occupies the neck slot, you gain a +1 circumstance bonus on all Charisma-based checks (such as Diplomacy or wild empathy) made to influence or control plants and plant creatures. Whether you wear it or not, you can cross this boon off your Chronicle sheet to give the token to a plant creature, instead gaining a +5 circumstance bonus on one such Charisma-based check. If you give the token to a leshy, the bonus increases to +10.
▫ ▫ Rosehaven Redemption: You have learned much from your time in Rosehaven and with the cleric Bertinard about how Shelyn can teach redemption through art. You can check the box that precedes this boon before attempting a saving throw to roll 1d20 and add your ranks in one Craft or Perform skill; use the result as your saving throw. If you have bonuses to that Craft or Perform skill from class abilities, traits, or feats, add them to this roll.

Siege of the Diamond City
Siege-Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon's spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
Defender of Nerosyan (Overwhelming Victory): The city of Nerosyan stands in part because of your actions and Queen Galfrey herself has taken note. While in Mendeve or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.

Dead Man’s Debt
Ekujae's Blessing: You rescued Enkujae from the forbidden caves of Dehu Inu, and the Ekujae elders granted you a ceremonial blessing. You gain the permanent benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This si a supernatural ability.
Kaghaze Redeemed: By destroying the altar of Camazotz, you broke the dark god's sway over Kaghaze. The Ekujae consider you to be a stalwart ally, and they make a point of thanking you whenever you adventure in the region. Whenever you adventure in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifts that includes a vial of antiplague, a piece of +1 animal bane ammunition for your preferred weapon and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region.

Oathbreakers Die
Prospective Poisoner: You earned the respect of Pemak, a member of Daggermark’s Poisoner’s Guild. She wlecomes you to join the Poisoner’s Guild, or to suggest candidates to join the organization. All of your characters gain access to the Daggermark Poisoner Prestige Class as if it appeared on the Additional Resources list. Characters with this presitage class qualify for the Master Alchemist feat and can purchase and use poisons as if they had the Poison Use ability.
Timinic’s Trinkets: It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society, and he’s determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits and has offered these items to you as well. You can purchase any wondrous item from the CRB worth 250gp or less, a pair of sleeves of many garments or a traveller’s any tool for 1PP. You can use this boon any number of times.

The Prince of Augustana
Season 0: no boons.

Fangwood Keep
Borderland Keep[b] (property vanity -15PP): You have taken command of Fangwood Keep as a representative of either Molthune or Nirmathas. Managing the keep increases the number of followers you can retain at any one time by 1. In addition, you may forgo rolling your Day Job at the end of a scenario to manage the fort’s operations, patrol the surrounding territory, and launch raids against the enemy. Doing so allows you to recover 1 Prestige Point as you earn the acclaim and support of the selected nation, though it does not increase your Fame score. Any Prestige Points in excess of your Fame must be spent immediately or are lost.

Delirium’s Tangle
[b]You Rescued the Minotaur Prince
: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

The City of Strangers Part 1 & 2
Season 0: no boons.

To Scale the Dragon
Season 0: no boons.

In the Grandmaster’s Name
▫▫▫▫ Chef ’s Secret Recipes: You have found Chef ’s fiercely protected secret book of recipes, which includes techniques for using spices to draw out the maximum flavor and benefits of almost any drink or dish. Whenever you drink a potion or extract of 3rd level or lower with a variable numeric effect, you can check a box next to this boon as a swift action to maximize the benefit received (for example, when drinking a potion of cure light wounds that would normally restore 1d8+1 hit points, you could check a box next to this boon to heal the maximum possible amount of 9). Alternatively, you can check a box next to this boon when stopping to eat to grant you and up to five allies a +1 alchemical bonus on Fortitude saves for the next 24 hours.
Society Infiltrator: Your expert infiltration of Amynta’s estate has impressed the Society, which provides you with a special dispensation to aid you in similar endeavors in the future. Characters with this boon can purchase disguise kits at half price. This reduction in cost does not stack with any other boons or abilities that reduce the cost to purchase disguise kits, and disguise kits obtained in this manner cannot be sold for more than was spent to acquire them under any circumstances.
▫▫▫ Sommelier’s Private Selection: Despite your discretion, at least one of Amynta’s business rivals appears to have learned of your raid on her estate. You have received three bottles of a rare and potent vintage as congratulations. As a standard action, you may check one of the boxes next to this boon to draw and drink a bottle of this refined beverage, healing yourself for 1d8 hit points per 2 levels you have (maximum 5d8). The effects of this beverage may be maximized using the Chef ’s Secret Recipes boon.

--------------------
Property Vanity: Borderland Keep from Fangwood Keep module. Recover 1PP instead of day job check.
--------------------
1. Where were you born? When? How old are you? Were you born into opulence? Were you born behind a dung cart on a short break from another of your mother’s back-breaking work days?

I was born in a comfortable, middle-class district of Korvosa, Midland, and could hear the Sable Company Marines training from the garden. My parents were, are, traders in dyes.
I loved my childhood. Great friends, tender parents, kind neighbours.

2. Are your parents still alive? If not, when and how did they die? Does their present situation or the circumstances surrounding their death have any effect on your life choices? What is their legacy? Did they pass on a family curse? Was their fortune swindled away by a scurrilous villain? Were they nobles? Were they dirt poor? Were you ashamed of them? Were you proud of them? Were they ashamed of you? Were there secrets? Did your father have a strange signet ring that disappeared mysteriously when he died? Did your mother run a mage academy? Did people give you sidelong glances and mutter about your “real” father when you walked past them in the market?

Father always wanted me to join the company; Mother always feared that I might.
They are very much alive, mother used her few political connections to get me this posting: she thinks that I will be standing ceremonial guard at cocktail parties; she thinks I’ll be safe. It’s all worked out.

3. Do you have any siblings or other extended family? How important are they to you? Do you love them? Hate them? A little of both? Are they dead? Are they missing? Are they cursed by an evil lich? Do they own a ship? Do they embarrass you? Do you embarrass them? Did they marry the love of your life? Do they steal? Were they crippled in an accident you caused? Blinded by a torturer because they wouldn’t
give you up to the authorities? Do they hunt you in vengeance?

My brother, Perendir, is a scholar; my sister, Merenwe, is a schemer. Together, they will make fine successors to my parents trade.
Father sees himself in them; he sees his dreams in me. It is a burden and a gift.

4. What is your favourite colour? If you could only eat one food for the rest of your life, what would it be? If you had 100,000 gold pieces to spend, and you couldn’t buy anything even remotely useful, what would you spend it on? A menagerie of exotic animals? A magical pleasure barge? An ostentatious harpsichord? A personal chef who follows you around? A parcel of swamp land? A fossilized dire sloth?

Oh, I don’t go in much for fancy clothes or anything, but I always loved the night-lilies mother grew and I don’t mind spending a bit extra for really good steak or wine.
Mother and father gave us the occasional glimpse of fine living, enough to know what the nobles were talking about, and to have a few aspirations.

5. Who do you hate? Who would you murder if you were sure you could get away with it and no one would ever find out? If you could erase one custom, invention, or practice from the face of existence, what would it be? Why?

I don’t suppose I see things that way.
Your not supposed to say, I know, but slavery disgusts me and, frankly, I wouldn’t be sorry to see the diabolists kicked out of Cheliax. Not that it affects us too much.

6. Who do you love? What person would you sacrifice a thousand people to save? Why do you love them? Do they love you? Are you sure?

I’ve not really found anyone yet. I’m still young, I suppose.
She doesn’t love me. Don’t ask for details.

7. What do you look like? Are you stocky? Do you have huge jowls? A pug nose, broken from too many bar brawls? The thick forearms of a sailor? Spindly legs with knobby knees? A scar across your forehead? A facial tick? A lazy eye? Are you missing two fingers on your left hand? What happened to those other fingers? Are you bald? Do you have a braided beard with golden ornaments in it? Are you unnaturally tall? Are you an albino? Do you have particularly (and unsettlingly) sharp teeth?

Broad and lean, all muscle and sinew and a jaw square enough to use as a set square.

8. What do you believe in? Do you have faith in a higher power? A god? A demon lord? If so which one? Are you a pragmatist? Do you believe people are born good? Evil? Do you believe in fate? Do you think people choose their own destiny? Do you believe peace is the answer to the world’s ills? Education? Conquest? Are you a patriot? What’s an ideal you hold on to? Compassion? Bravery? Righteousness? Power? How do you see yourself?

Shelyn, after my parents. You know how it is.
I was embarrassed as a child, sometimes it’s still awkward. Not really a tough-guys goddess. Mother was right though: there have to be things worth fighting for.

9. Are you unworthy of another’s love? Do you love yourself? Do you hate yourself? What are you afraid of most? What have you done that you are most ashamed of? What single deed makes you most proud?

I try my best, I suppose. Being accepted into the Sable was a true honour.
My heart felt like it might burst! I just hope I can prove worthy of the honour.

10. How do you dress? Do you wear black satin doublets because they are slimming and hide the weight you put on since you left the monastery? Do you wear worn grey robes because you believe hiding your power is more important than showing off and inviting unwanted attention? Do you wear sparkling jewels and garish colours to make a splash wherever you roam? Do you favour the dress of your people, or scorn it? Why?

I try to remain practical.
One of the good things about uniform is that you don’t have to worry about your dress.

11. How do you talk? Do you stutter? Do you speak slowly, careful to phrase every sentence perfectly? Are you eloquent? Do you favour strange syntax, such as always referring to yourself in the third person? Do you speak softly, or are you especially boisterous? Do you have an accent? Do you grumble? Mutter? Prattle? Do you speak in a high pitch? A low growl? Do you only speak when spoken to?

My speech is, I think, measured. I am a merchant’s son, after all.
I need to remain guarded, I think, as long as I represent The Sable in Absalom.

12. Do you want to restore your family honour? Do you want to impress the woman of your dreams? Find your lost child? Find the secret of immortality? Write a poetic masterpiece worthy of passing down through the ages? Find your mother’s long-lost sword?

I hope to prove myself a true marine, and ride a hippogriff into battle.
And achieve the rank, coin and respect that means mother will be happy that I joined the marines.

Now for the most important question: Why did you join the Pathfinder Society? The life of a Pathfinder is not one commonly chosen. Why did you choose it? Was it your destiny? Are you trying to prove something? Do you have a burning obsession with the past? A burning obsession with money? Do you do it because it drives the tavern wenches mad? Because it drives your parents crazy? Because somebody must? Because life is the gods’ biggest joke and you plan to laugh your way through it?

Choose? I was posted. And it’s an honour.
Seems like a chance to broaden my horizons, see the world… I’ll take it.