Samaritha Beldusk

Sylvianna's page

101 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Sylvianna

Race

Elf

Classes/Levels

Ranger 8

Gender

Female

Languages

Elven, Common, Undercommon

Strength 14
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10

About Sylvianna

Sylvianna

Max HP:68 Current HP:59
STR 14(+2) DEX 18 (+4) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 10 (0)

Defense
AC: 22 (24 vs Drow) (10+Dex 4+ Armor 7+Dodge 1)
Touch: 15
Flat footed: 17 (19 vs Drow)
Armor:
+1 Drow defiant Elven chainmail Max Dex +4 ACP -2
Saves:
Fort +8 Ref +11 Will +4 (+6 Enchantment)
DR2/- vs Drow
Speed: 30

Offense
BAB:+8/+3 CMB: +11 CMD : 25

Combat
Melee: +1 Drow Bane Shortsword +13/+8 1d6+2 19-20 x2 (+14/+9 1d6+2+2d6 vs Drow)
Melee: +1 Shortsword +13/+8 1d6+2 19-20 x2
TWF Melee (both swords): +11/+11/+8

Melee : Cold Iron Punching Dagger +12/+7 1d4+2 19-20 x2
Ranged: Darkwood longbow +12/+7 1d8 40 arrows/ 20 cold iron arrows x3

Initiative +4

Conditions :

Spoiler:

Special Abilities

1st favored enemy (drow), track, wild empathy, Combat style (TWF), Endurance, 1st Favored Terrain (Forest +4), Hunter’s bond, 2nd Favored Enemy (Aberrations), Combat style (Quickdraw), Woodland stride, Swift tracker, 2nd favored terrain (Underground +2)

Skills: (6+1 Int/level)

Climb + 7
Craft +8
Handle Animal +7
Heal +9
Knowledge Dungeoneering +5 (+7 Underground)
Knowledge Nature +11 (+15 forest)
Knowledge Geography +11 (+15 Forest/+13 underground)
Perception +14 (+18 drow or Forest /+16 abberations or Underground)
Profession+
Sense motive +11 (+15 drow/+13 abberations)
Ride +10
Stealth +14 (+18 Forest/+16 underground)
Swim +5
Survival +11 (+15 drow or Forest/+13 abberations or underground)
Spellcraft+3

Feats:

Weapon focus (Short sword), Dodge, Weapon Finesse, Two Weapon Fighting*, Endurance*,Quickdraw*, Precise shot.

Traits

Resilient

Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result.
Benefit: You gain a +1 trait bonus on Fortitude saves.

Deft Dodger

Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.

Equipment/Gear:

Ranger’s Kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 2 moonrods, 3 potions CLW
Belt pouch,

Spells:

CL check vs SR: +9
Concentration:
Level 1: per day 2 (1+bonus)
Lead Blades, Sun metal

Level 2: per day 2 (0+bonus)
Ironskin, Cat's grace

Background:

Racial:

• Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2Constitution.
• Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Elves are Humanoids with the elf subtype.
• Base Speed: Elves have a base speed of 30 feet.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
• Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
• Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonuson Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits
• 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.
Senses Racial Traits
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Wealth

Spoiler:

pp gp sp cp
gems

Notes:

Endurance: Benefit: You gain a +4 bonus on the following checks and saves: Swimchecks made to resist nonlethal damage from exhaustion; Constitutionchecks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Favored Terrain: The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checkswhen he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

Hunter’s bond: This bond allows him to spend a move actionto grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Favored enemy: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify these creatures.

Knowledge (don't peek):

Here are some information bits that you can dole out to the party at your discretion.

*The elves are very low on offensive casting. They have a number of healers here, and a few support mages for the other raiding groups. The drow and the demons have been quick to identify casters and counter them.
*The elves have been dealing with the demon patrols physically, usually with flights of arrows from a ambush position.
*The most recent rumor among the scouts is that there is a juvenile green dragon, Razorhorn, in this area somewhere. It is the spawn of the dragon that attacked Crying Leaf over two centuries ago, killing many. It is only a rumor at this time.
*The plan is to approach from the west, but do not fear the gates. They were destroyed long ago.
*The dark elves appear to be using the library as their guardpost against approaches from the west. There are usually one or two patrols that go in and out, plus whatever forces may be garrisoned inside. From our scouts, we do not believe the library holds more than a score of drow, including the patrols, and perhaps as few as ten.
*The Path of Fallen Shadows is evil. (The northern branch of the great road). Early on in our struggle against the drow, an elven patrol fell to an ambush. Though the survivors drove the drow away, when they went back to reclaim the bodies, all they found were the shadows of the dead, imprinted on the roadway. Now, few will approach this path, and those that have have reported whispers of the dead, voices that nearly drove them mad, and in one case at least, did.
*Invisibility might be welcome, but the elves have not enough arcanists that can cast it, as most of their casters are druids and rangers.
*The elves intend to attack in the daylight, hampering the drow's vision and ability to respond.

>For any request for cold iron equipment, you are able to scrounge up two quivers full of cold iron arrows and a handful of cold iron daggers. It’s all you can get at this short notice.
>You also have a smooth emerald green elfstone. It is roughly the size of your palm, and cool to the touch. This is a signal stone. When it flashes and heats up, you have a half hour to take the library before the main army moves in. The initial assault planned for noon. That gives you nearly four and a half hours to get in position to launch your attack. Fortunately, the library is only a half hour away.