Iramine

Tearsong Falcon'stalon's page

16 posts. Alias of Anderlorn.


Full Name

Nelchiril Nin'aerlinn Gyrlass'rakka (Lady Tearsong Falcon'stalon)

Race

Warpriest of Sarenrae (LVL1 | HP:9/9 | AC:17 | FF:16 | T:11 | F:+2 | R:+1 | W:+4/6 | Initiative:+7 | Perception:+2 | Speed:20)

Classes/Levels

Skills:
Diplomacy +4, Knowledge (religion) +5, Spellcraft +5

Gender

**INACTIVE(WIP)** Lightbringer Elf Female Adult

Size

Medium

Age

240

Special Abilities

Lightbringer Elf, Warpriestess of Sarenrae (1)

Alignment

Chaotic Good

Deity

Sarenrae (Formerly Rillifane Rallathil), Honors Ketephys and Nethys

Location

Formerly Faerun, now Ost Gyrlass'rakka (Falcon'stalon Keep), Kyonin, Golarion

Languages

Celestial, Common, Elven

Occupation

Demon Hunter

Strength 16
Dexterity 13
Constitution 11
Intelligence 13
Wisdom 15
Charisma 11

About Tearsong Falcon'stalon

Nelchiril Nin'aerlinn Gyrlass'rakka, Nelchiril Forn'Feirani Eryn, Amandil'ohta Sarenrae, Mithrand'iaur Evermeet

Common:
Lady Tearsong Falcon'stalon, Lady of the North Feirani Forest, Warpriestess of Sarenrae, Former Ranger of Evermeet

Female Middle-aged Elf, Warpriest of Sarenrae 1 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (elf)
Init +7; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +4; +2 trait bonus vs. charm and compulsion
Immune blindness, dazzled
Weaknesses light sensitivity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee scimitar +4 (1d6+3/18-20)
Special Attacks blessings 3/day, sacred weapon (1d6, 0)
Spell-Like Abilities (CL 1st; concentration +1)
. . At will—light
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—bless, protection from evil
. . 0 (at will)—create water, detect poison, purify food and drink (DC 12)
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Statistics
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Str 16, Dex 13, Con 11, Int 13, Wis 15, Cha 11
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Run, Weapon Focus (scimitar)
Traits Awaken from Stasis, Birthmark
Skills Acrobatics -4 (+0 to jump with a running start, -8 to jump), Diplomacy +4, Knowledge (religion) +5, Spellcraft +5
Languages Celestial, Common, Elven
SQ blessings (good: battle companion, holy strike, healing: fast healing, powerful healer), lightbringer
Other Gear scale mail, buckler, scimitar, 105 gp, (Need more equipment)
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Special Abilities
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Birthmark +2 save vs. charm & compulsion. In addition, acts as Holy Symbol.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

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LIGHTBRINGER ELF:

LIGHTBRINGER ELF
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STANDARD RACIAL TRAITS

1. Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
2. Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
3. Type: Elves are Humanoids with the elf subtype.
4. Base Speed: Elves have a base speed of 30 feet.
5. 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

Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

FEAT AND SKILL, OFFENSE RACIAL TRAITS

Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

SENSES RACIAL TRAITS

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet. Due to Lightbringer racial trait, light sensitivity does not apply to Anderlorn.

CHARACTER PROGRESSION:

1. Aura [ Chaotic, Good ], Blessings (Minor) [ Healing, Good ], Weapon Focus - Scimitar (S), Orisons, Spontaneous Casting (Convert Spells to any spell with Cure), Cleric Spells (Chaotic or Good Aligned Spells when applicable), Sacred Weapon Damage - 1d6
2. Fervor 1d6
3. Bonus feat (Weapon Focus - Morningstar (B/P))
4. Channel Energy, Sacred Weapon +1
5. Fervor 2d6, Sacred Weapon - 1d8
6. Bonus feat (Channel Smite)
7. Sacred Armor +1
8. Fervor 3d6, Sacred Weapon +2
9. Bonus feat (Vital Strike)
10. Blessings (Major), Sacred Armor +2, Sacred Weapon Damage - 1d10
11. Fervor 4d6
12. Bonus feat (Improved Vital Strike), Sacred Weapon +3
13. Sacred Armor +3
14. Fervor 5d6
15. Bonus feat (Improved Initiative?), Sacred Weapon Damage - 2d6
16. Sacred armor +4, Sacred Weapon +4
17. Fervor 6d6
18. Bonus feat (Greater Vital Strike)
19. Sacred armor +5
20. Aspect of War, Fervor 7d6, Sacred Weapon +5, Sacred Weapon Damage - 2d8

INIT: 7 (1+4+2)

BLESSINGS

Good Blessing

Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

Healing Blessing

Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.

Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.

TRAITS:

1. Awaken from Stasis (Regional)
2. Birthmark - Holy Symbol (Faith)

SKILLS: (2+1)

1. Diplomacy (Cha)(CS)(+3)(23)
2. Knowledge (religion) (Int)(CS)(+3)(23)
3. Spellcraft (Int)(CS)(23)

BONUS FEATS (Must be Combat Feats, Qualifies for Fighter Feats at Level):

1. Weapon Focus - Scimitar (Class Bonus)
3. Quick Draw
6. Channel Smite
9. Weapon Focus - Morningstar
12. Vital Strike
15. Improved Vital Strike
18. Greater Vital Strike

CHARACTER ADVANCEMENT

ATTRIBUTES

4. +1 STR
8. +1 STR
12. +1 WIS
16. +1 WIS
20. +1 WIS

LEVEL FEATS:

1. Improved Initiative
3. Weapon Focus - Composite Long Bow (Ammo)
5. Channel Ray
7. Alignment Channel
9. Guided Hand
11. Cleansing Burst
13. Quick Channel
15. Quicken Spell
17. Channeled Revival
19. Reactive Healing

Extra Channel?
Elemental Channel?
Channel Blessing?
Quicken Blessing?
Channeled Shield Wall (Tearsong has a buckler)?

ATTRIBUTE ASSIGNMENT:

25 Points

Note: Middle Age factored end.

13 = 17(+0)(-1) = 16
02 = 12(+2)(-1) = 13
05 = 14(-2)(-1) = 11
00 = 10(+2)(+1) = 13
05 = 14(+0)(+1) = 15
00 = 10(+0)(+1) = 11