Kreighton Shaine

Talathel Rhuiren's page

1,011 posts. Alias of Decimus Observet.


Full Name

Talathel Rhuiren

Race

| HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft

Classes/Levels

| Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Gender

Male LN Elf Fighter 7 (Lore Warden, Martial Master)

Alignment

Lawful Neutral

Languages

Common, Elven, Celestial, Draconic, Drow Sign Language, Halfling, Sylvan, Abyssal

Strength 14
Dexterity 20
Constitution 10
Intelligence 16
Wisdom 14
Charisma 7

About Talathel Rhuiren

Talathel Rhuiren
Male Elf Fighter 7 (Lore Warden/Martial Master)
Lawful Neutral Medium Humanoid (elf)
Init +7; Senses Perception +9, SM +2 Darkvision 60ft

Favoured Class: Fighter

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Defense
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AC 21, touch 16, flat-footed 15 [10 +5 Dex +5 Mithril Chain Shirt +1 dodge]
hp 46 (6 HD; 6+0 per level after 2nd level)
Fort +5, Ref +7, Will +6

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Offense
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Speed 30 ft.

Melee
Mwk Elven Curve blade +13 1d10+2 18–20/x2 — 7 lbs. S
+2 Elven branched spear +15 1d8+4 x3 — 10 lbs. P brace, reach

Cold Iron Dagger +12 1d4+2 19-20/x2 10 ft. 1 lb. P or S
Silver Dagger +12 1d4+2 19-20/x2 10 ft. 1 lb. P or S

Ranged
Longbow +12 1d8 x3 100 ft. 3 lbs. P

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Statistics
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Elf, +2 Dex, +3 Int, -2 Con, L4: +1 Dex, Snakeskin tunic: +2 dex
Str 14, Dex 20, Con 10, Int 16, Wis 14, Cha 7

Base Atk +6; CMB +10/+13 Dex; CMD 25

Feats

L1: Breadth of Experience, Fighter: Elven Battle Training
L2: Fighter: Weapon Finesse, Lore Warden: Combat Expertise
L3: Combat Reflexes
L4: Skill Focus (Knowledge Dungeoneering)
L5: Dodge
L6: Bonus Feat: Iron Will
L7: Weapon Focus (Elven Branched Spear)

Breadth of Experience
Although still young for your kind, you have a lifetime of knowledge and training.

Prerequisites: Dwarf, elf, or gnome; 100+ years old.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

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.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Elven Battle Training (Combat, Elf)
You have been specially trained to wield a variety of traditional elven weapons.

Prerequisites: Base attack bonus +1, elf.

Benefit: You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word “elven” in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.
FAQ

If I have Weapon Finesse, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus?

It depends on what combat maneuver you’re attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you’re attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you’re using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB ( Str instead of Dex).

The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers.

Traits
Student of Philosophy, Warrior of Old

Student of Philosophy - Social
You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.

Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Warrior of Old - Race
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.

Benefit: You gain a +2 trait bonus on initiative checks.

Story Traits: Gelver's Moves, Smith's Insight

Gelver's Moves
Grants Tower Shield Proficiency

Smith's Insight: +1 to Craft Arms and Armor

Skills
Class Skills

The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 8 (2 class + 2 lore warden + 3 Int +1 favoured class)

Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.

Armour Check Penalty:

Acrobatics +12 |+5 Dex +7 rank
Appraise +2 |+3 Int
Bluff -2 / +3 |-2 Cha (or +3 Int if pretending a lie is true)
+Climb +6 |+2 Str +1 rank +3 class skill
+Craft (arms and armour) +9 |+3 Int +2 rank +3 class skill +1 trait
Diplomacy +5 / +10 |+7 rank -2 Cha (or +3 Int if persuading)
Disable Device* -- |+3 Dex untrained
Disguise -2 |-2 Cha
Escape Artist +5 |+5 Dex
Fly +3 |+3 Dex
+Handle Animal* +2 |-2 Cha +1 rank +3 class skill
Heal +2 |+2 Wis
+Intimidate -2 |-2 Cha
+Knowledge Arcana* +9 |+3 Int +1 rank +3 class skill +2 bonus
+Knowledge Dungeoneering* +17 |+3 Int +5 rank +3 class skill +2 bonus +3 focus
+Knowledge Engineering* +9 |+3 Int +1 rank +3 class skill +2 bonus
+Knowledge Geography* +9 |+3 Int +1 rank +3 class skill +2 bonus
+Knowledge History* +13 |+3 Int +5 rank +3 class skill +2 bonus
+Knowledge Local* +9 |+3 Int +1 rank +3 class skill +2 bonus
+Knowledge Nobility* +9 |+3 Int +1 rank +3 class skill +2 bonus
+Knowledge Nature* +9 |+3 Int +1 rank +3 class skill +2 bonus
+Knowledge Planes* +9 |+3 Int +1 rank +3 class skill +2 bonus
+Knowledge Religion* +9 |+3 Int +1 rank +3 class skill +2 bonus
+Linguistics* +8 |+3 Int +3 rank +3 class skill
Perception +9 |+2 Wis +7 rank
Perform -2 |-2 Cha
+Profession (Soldier) +14 |+2 Wis +7 rank +3 class skill +2 bonus
+Ride +9 |+5 Dex +1 rank +3 class skill
Sense Motive +2 |+2 Wis
Sleight of Hand* -- |+5 Dex untrained
+Spellcraft* +7 |+3 Int +1 rank +3 class skill
Stealth +12 |+5 Dex +7 rank
+Survival +12 |+2 Wis +7 rank +3 class skill
+Swim +7 |+2 Str +2 rank +3 class skill
Use Magic Device* -- |-2 Cha untrained

Languages
Common, Elven, Celestial, Draconic, Drow Sign Language, Halfling, Sylvan, Abyssal

Special Qualities

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Blended View (2 RP): Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses.

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

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.

Gear
Mwk Elven Curve blade 380 gp
+2 Elven branched spear

Cold Iron Dagger 4 gp
Silver Dagger 22 gp 726

Longbow 75 gp
40 common arrows 2 gp 803

+1 Mithril Chain Shirt

Air Bladder 0.1g
Blanket 0.5g
Crowbar 2g
Grappling Hook 1g
Folding Shovel 10g
Hammer 0.5g
Pitons (10) 1g
Signal Horn 1g
Small Steel Mirror 10g
Grooming Kit 1g

Fighter's Kit 54g 83.1
This kit includes a masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Starting Gold: 1000g
Spent: 986.1g

Gold Remaining: 13.9g

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Class Abilities
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Weapon and Armor Proficiency
A lore warden fighter is proficient with all simple and martial weapons and with light armor.

The Scholastic ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Gelver's Moves: Tower Shield Proficiency.

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Scholastic (Ex)
Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.

This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex)
At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.

This ability replaces bravery 1.

Maneuver Mastery (Ex)
At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.

This ability replaces armor training 1.

Martial Flexibility (Ex)
At 5th level, the martial master can use a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The martial master must otherwise meet all the feat’s prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his fighter level.

The martial master can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when he gains multiple feats through this ability, the martial master can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 9th level, a martial master can use this ability to gain the benefit of two combat feats at the same time. He can select one feat as a swift action or two feats as a move action. At 14th level, a martial master can use this ability to gain the benefit of three combat feats at the same time. He can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 17th level, a martial master can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. At 20th level, a martial master can use this ability to gain the benefit of any number of combat feats as a swift action.

This ability replaces weapon training and weapon mastery.

Bravery (Ex)
Starting at 2nd 6th level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Know Thy Enemy (Ex)
At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target.

This ability replaces armor training 2.

Future Class Features from Archetype
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Hair’s Breadth (Ex)

At 11th level, a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll.

This ability replaces armor training 3.
Swift Lore (Ex)

At 14th level, a lore warden can use his Know Thy Enemy ability as a swift action.

This ability replaces armor training 4.
Know Weakness (Ex)

At 19th level, a lore warden can automatically confirm a critical hit once per round when he threatens a critical hit.

This ability replaces armor mastery.

Appearance:

A slender 6' 1" in height, Talathel has much darker pupils than most of his people. A cool, aloof gaze peers out at the world from below his flowing golden hair and pale skin.

Personality:

Talathel can come across as aloof or uncaring. Nothing could be further from the truth, though he expresses it poorly. He is keenly interested in the world around him, but his focused interest can alienate others. For those who can appreciate his skills, he can be a valuable ally. And though he is loathe to admit it, he does grow lonely.

Background Notes:

130 years old, Talathel is a consummate student. He delved deeply into elven martial traditions and battle lore in order to perfect his understanding of weaponry. His obsessive focus alienated him from many of his kin, even as they acknowledged his superb potential. There were dark rumours that drow blood tainted the Rhuiren family tree, and Talathel was an expression of that taint. He eventually decided to leave, and prove himself once and for all.

In the ultimate challenge of martial spirit and knowledge: Rappan Uthak.