Classes/Levels |
Skills: Handle Animal=6, Know(dungeoneering+9/engineering+9/nature+6/planes+6), Profession(Cook)+12, Ride+8, Stealth+20, Survival+9, Swim+5 |
Gender |
Male Elf | HP: 68/68 | AC:23 T:15 FF:18 | Perception: +19 Low-Light Vision | Init: +7 | Fort:+9, Ref:+9, Will:+5, | CMB: +10, CMD: 25 | BAB: +8, Dex +5 | |
About Talathel Varian
Character Name: Talathel Varian
Character Race: Arctic Elf
Alignment: Chaotic Good
Deity: Desna
Current Moderator:
Adventure:
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Gender: Male
Age: 134
Height: 6' 1"
Weight: 127 lbs
Eyes: Grey
Hair: White
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Character Level: 8
EXP Points Gained: 0
EXP Needed For Next Level:
Known Languages
Common, Elven, Celestial
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Strength: 14 (5 points)
Dexterity: 20 (5 points, Race +2, Belt +2, Level 4 & 8 +2)
Constitution: 14 (2 points, Race +2)
Intelligence: 13 (3 points)
Wisdom: 13 (3 points)
Charisma: 10 (2 points, Race -2)
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Hit Points: (d10) (10 + 7x6 + Con(16)) = 68
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Armor Class: 23 (Base: 10, Dex +5, Armor +8)
Flatfooted Armor Class : 18
Touch Armor Class: 15
+2 Shadow Mithral Breastplate
- Light Armor, +8 AC, Max Dex +5, ACP -1
- +5 Stealth
Special Armor Class Notes: None
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Save vs. Fortitude: +9 (Fighter +4, Lantern Bearer +2, Con: +2, Cloak of Resistance +1)
Save vs. Reflex: +9 (Fighter: +1, Lantern Bearer +2, Dex:+5, Cloak of Resistance +1)
Save vs. Will: +5 (Fighter +1, Lantern Bearer +1, Wis: +1, Cloak of Resistance +1, Trait +1)
Special Save Notes: DR5 Cold
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Initiative Modifier: +7 (Dex +5, Trait +2)
Base Attack Bonus: +8/+3
Melee Attack Bonus: +2
Ranged Attack Bonus: +5
CMB: +10, CMD: 25 (Boots of the Earth, when planted, +4 bonus to CMD to resist bull rush, reposition, and trip)
Special Combat Notes: Weapon Focus Longbow +1 to hit, Weapon Specialization Longbow +2 damage
- Expert Archer: +1 to hit & damage with bows
- Point Blank Shot: +1 to hit & damage within 30'
- Rapid Shot: With Full-Attack action, add 1 additional shot at full BAB. All attacks are at -2.
- Clustered Shots: Total all damage from shots before applying DR.
- Point-Blank Master: Can use Longbow in melee without drawing AoO's.
- Trick Shot: May attempt Disarm at -4 CMB if within 30' of target.
- Bitter armament: All weapons used by Lantern bearer (including ammunition) count as cold iron for DR.
- Favored Enemy: Evil Outsider: +2 to hit & damage.
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Weapons:
+2 Composite Longbow STR Adaptive (14/+2 damage)
- d8 | x3 | 110' | P
20 Blunt Arrows
20 Durable Arrow
40 Arrows
Elven Leafblade d4 | 18-20 x2 | P/S
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Skills
Total Fighter skill points earned: 4/level (2 + Int(1) + Favored Class(1)) + 2 Background Skills/level
Total Lantern Bearer skill points earned: 5/level (4 + Int(1)) + 2 Background Skills/level
Fighter's class skills: Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Knowledge(dungeoneering)(engineering)(Int), Profession(Wis), Ride(Dex), Survival(Wis), Swim(Str)
Lantern Bearer's additional class skills: Heal(Wis), Knowledge(nature)(planes)(Int), Perception(Wis), Stealth(Dex)
Favored Enemy: Evil Outsider: +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival
Acrobatics: = +4 (Dex 5)
Climb: = +5 (Str 2) 1 Ranks +3 [Class Skill]
Escape Artist: = +5 (Dex 5) 1 Ranks
Fly: = +4 (Dex 5)
Heal: = +1 (Wis 1)
Intimidate: = +4 (Cha 0) 1 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +9 (Int 1) 5 Ranks +3 [Class Skill]
Knowledge (nature): = +6 (Int 1) 2 Ranks +3 [Class Skill]
Knowledge (planes): = +6 (Int 1) 2 Ranks +3 [Class Skill]
Perception: = +19 (Wis 1) 8 Ranks +3 [Class Skill] Ioun Stone +2, Hawkeye +1, Sharp Senses+4
Ride: = +8 (Dex 5) 1 Ranks +3 [Class Skill]
Sense Motive: = +1 (Wis 1)
Stealth: = +20 (Dex 5) 8 Ranks +3 [Class Skill] Shadow Armor +5
Survival: = +9 (Wis 1) 5 Ranks +3 [Class Skill]
Swim: = +5 (Str 2) 1 Ranks +3 [Class Skill]
Background Skills
Appraise: = +1 (Int 1)
Artistry: = +1 (Int 1)
Craft: = +1 (Int 1)
Handle Animal: = +6 (Cha 0) 3 Ranks +3 [Class Skill]
Knowledge (engineering): = +9 (Int 1) 5 Ranks +3 [Class Skill]
Profession(Cook): = +12 (Wis 1) 8 Ranks +3 [Class Skill]
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Feats & Traits:
Level 1: Weapon Focus Longbow
Level 1 Fighter Bonus: Point-Blank Shot
Level 2 Fighter Bonus: Rapid Shot
Level 3: Precise Shot
Level 4 Fighter Bonus: Weapon Specialization Longbow
Level 5: Point-Blank Master
Level 7: Clustered Shots
Level 8: Lantern Bearer Bonus: Sharp Senses: +4 Racial Bonus to Perception
Traits:
Combat: Reactionary: +2 Initiative
Faith: Indomitable Faith: +1 to Will saves
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Race: Arctic Elf
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elemental Resistance (Cold) DR5
Desert Runner: +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
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Class: Fighter/Archer/Lantern Bearer
Fighter/Archer:
- Bonus feats: Bonus Combat feat gained at 1st level and every even Fighter level.
- Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery.
- Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: (Disarm chosen) disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
- Expert Archer (Ex): At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.
Lantern Bearer:
- Lantern arcana(SP): CL equals Character Level. DC: 10 + Spell Level + Int.
At Will: Dancing Lights, Light, Spark.
1st Level(2/day each): Faerie Fire, Pass Without Trace, Protection from Evil.
3rd Level: Darkvision (self only), Delay Poison (self only), See Invisibility.
- Luminous Potency: Bonus to Caster level Check equal to Lantern Bearer class level.
- Favored Enemy(EX): (Outsider-Evil) Same as Ranger ability.
- - +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival. +2 bonus on weapon attack and damage. May make Knowledge skill checks untrained when attempting to identify these creatures.
- Bitter armament(SU): All weapons used by Lantern bearer (including ammunition) count as cold iron for DR.
- Superior Discernment(EX): Bonus Feat: Sharp Senses: +4 Racial Bonus to Perception
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Equipment & Gear:
Weapons:
+2 Blackwood, Composite Longbow, Adaptive: 9,160, 3 lbs: Hardness 7 & 10 HP (total 16 Hardness & 50 HP)
& Fortifying Stone: 1,000: Adds 5 hardness & 20 HP
20 Blunt Arrows: 2 GP, 3 lbs
20 Arrow durable: 20 GP, 3 lbs
20 Arrows: 2 GP, 3 lbs
20 Arrows: 2 GP, 3 lbs: (in Handy Haversack)
Elven Leafblade: 40 GP, 3 lb
Armor:
+2 Shadow Mithral Breastplate: 4K + 4K + 200 + 3,750 = 11,950 GP, 15 lbs
Equipment:
Cloak of Resistance +1: 1,000 GP, 1 lb
Belt of Incredible Dexterity +2: 4,000 GP, 1 lb
Boots of the Earth: 5,000 GP, 5 lb
Cracked Magenta Prism Ioun Stone: 800 GP
- +2 Competence Bonus to one skill, chosen once per day
Handy Haversack: 5 lbs
Bedroll: 1 SP, 5 lbs
Waterskin: 1 GP, 4 lbs
Rations, 2 days: 1 GP, 2 lbs
50' Silk Rope: 10 GP, 5 lb
Cooking Kit: 3 GP, 16 lbs
Total weight carried: 42
Weapons: 15 lbs
Armor: 15 lbs
Equipment: 12 lbs
Carrying capacity : Light Load: -> 58 lbs, Medium Load: ->116 lbs
Starting Gold: 33,000 GP
Weapons: 10,226 GP
Armor: 11,950 GP
Equipment: 10,815.1
Remaining Gold: 8 GP, 9 SP
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Movement: 30'
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Character History :
I come from a line of arctic elves proud to have lived free in the terror known as Irrisen. Actually, I don't remember much of that blighted land other than the stories that my parents told me. My parents had to live somewhat hidden from the White Witches. Yalandlara, my mother, was a druid, follower of Halcamora in a land where plant growth was almost a joke. Lanliss, my father, was a ranger. He detested the rule of the witches but knew that any opposition to them carried a death sentence.
My parents had joined the Heralds of Summer's Return a couple of decades before I was born. The group does what it can to try and take down the White Witches and restore natural weather to Irrisen. Unfortunately they don't have long range plans such as how to deal with Baba Yaga if they succeed and she returns. I was just 12 years old when the Riders appeared, heralding Baba Yaga's return, and the cessation of the Heralds' plans. Not wanting to be captured and possibly sent to Hope Lost, we gathered up what possisions we could carry and headed south. If we could cross the Kodar Mountains and enter Varisia we had a chance of survival.
I don't remember much of Irrisen or our trip across the Kodar Mountains. We eventually settled in the outskirts around Riddleport. Neither of my parents thought much of being in the city, but there were resources that they felt would help me as I grew up. I didn't feel drawn to Yalandlara's faith, but took to the weapon's training from Lanliss naturally. Initially I learned the sword and shield that Lanliss used, and taught. But over time I focused more and more on the bow. Both of my parents had the native dark vision, which came with difficulties of vision in the bright daylight. Somehow I was spared that and had the vision of a regular elf. That meant that I could more easily spot targets, and aim/fire my bow at them.
Over the years of growing up I made friends, and a few enemies, and traveled the area around Riddleport and Varisia. I made it as far south as Magnimar, but didn't like the city. I joined a couple of groups exploring the Churlwood and Lurkwood, and travelled as far north as Brinewall. I finally settled in Crying Leaf, finding the elves there in need of additional resources in their constant struggles. There I joined the Lantern Bearers and gained experience and power not standard for a warrior. I also learned there of the dreaded Drow, and the monsters that they use as their army....
It didn't take very long to prove myself, and I was sent with a small detachment through an Aiudara to join the Shin’Rakorath under Commander Kaerishiel. I've fought now with his forces for another couple of years. His dedication to the mission has me convinced to accept just about any mission....