Vencarlo Orinsini

Tal Elathor's page

16 posts. Alias of WaylundWyllt.


Full Name

Tal Elathor

Race

Human | HP: 12/12 | AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +2, R: +2, W: +0 | Init: +4 | Perc: +7, SM: +2

Classes/Levels

| Speed 20ft || Active conditions: None.

Gender

Male

Size

Medium

Age

45

Alignment

Lawful Good

Deity

Iomedae

Location

The Stolen Lands

Occupation

Soldier

Strength 12
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 7

About Tal Elathor

Combat Information::

Initiative +4 (+4 Dexterity)
Perception +7 (+9 against Favored Enemy: Humans)
CMB: + 2[+1 BAB+1 Str]
CMD: 16 [10+ 1 BAB+1 Str+ 4Dex]
Defenses
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Hide Armor)
hp 12 (1d0 +1con+1FC)
Fort +2, Ref +2, Will +0
Offense
BAB: +4
Speed: 20 (Hide armor Reduces Base Speed from 30 ft)

Melee:
Longsword : 1d8, 19-20/x2, S

Ranged:
Composite Long Bow 1d8, x3, P 110ft

Ability Scores: :
Ability Scores
Strength 12
Dexterity 18 (+2 Human)
Constitution: 12
Intelligence: 10
Wisdom 14
Charisma: 7
Ability Modifiers
Strength 1
Dexterity 4
Constitution: 1
Intelligence: 0
Wisdom 2
Charisma: -2

Skills: :

Climb: +2 (1Rank+1Str+3InClass-3ArmorCheck)
Handle Animal:
Knowledge (Nature): 4 (1Rank+3inClass)
Perception 7 (1Rank+3inClass+2Wis+1Pioneer)
Ride: 5 (1Rank+4Dex+3inClass-3ArmorCheck)
Stealth 5 (1Rank+4Dex+3inClass-3ArmorCheck)
Survival 6 (1Rank+2Wis+3InClass)

Languages::

Common

Traits, Feats and Class Abilities: :

Traits
Pioneer: You have long lived in the wilderness. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk.

You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Feats]

Point-Blank Shot (Combat)You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat) You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Equipment: :

Carried by Tal
Backpack
Canteen
bedroll
flint and steel
fish hook
whetstone
signal whistle
20 Arrows
Poncho

Carried by the War Horse Daffodil
Saddle
Saddle Bags
Bit and Bridle
60 Arrows
Carried by the Mule Turnip
Pack Saddle
Bit and Bridle
blanket, winter x2
rope, hemp (50 ft.)
grappling hook (1)
crowbar
Saw
pint of oil
Soap
Grooming Kit
Mess Kit
Cooking Kit
Charcoal 20lb
Wandermeal x 20
Cheese 1lb
Potatoes 5lb
Flower 1lb
Beans 1b
Sugar 1lb
Coffee 1lb
Cask of Ale (2 Gallons)
Cask of Water (2 Gallons)


Racial Abilities and Traits: :


Spells: :

None

Daffodil The Heavy Horse (Combat Trained)::

Heavy horse (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
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, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding Trick The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

History::


Description::