Abra Lopati

Telman Raoul's page

457 posts. Alias of Deylinarr.


Full Name

Telman Raoul

Race

M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Gender

M

Age

36

Alignment

CG

Deity

Erastil

Languages

Common, Dwarven, Goblin, Athlan

Strength 16
Dexterity 21
Constitution 12
Intelligence 14
Wisdom 8
Charisma 14

About Telman Raoul

Telman Raoul
Male Human Weapon Master Fighter 8 / Boreal Sorcerer 1 / Arcane Archer 8
N Medium Humanoid
Favored Class Fighter
Init + 6; Senses Perception + 20
_____________________
______DEFENSE_______
AC 24; Touch 17; FF 18 (+4 armor +2 enchantment +6 Dex +1 Deflection +1 natural)
hp 180/180 (16d10 + 1d6+ 17[Con] + 8[Favored Class])
Fort + 12, Ref + 13, Will + 7; Evasion
_____________________
______OFFENSE_______
Speed 30 ft.
Melee +1 Greatsword +19/+14/+8 (2d6+4, 17-20 x2)
Ranged +1 Composite Longbow +29/+24/+19/+14 (1d8+10, 19/20 x3) range 220’, +1/+1 PBS
Ranged +1 Composite Longbow w Deadly Aim +24/+19/+14/+9 (1d8+20, 19/20 x3) range 220’, +1/+1 PBS

________________________
______STATISTICS_______
Str 16 (13+1+2 belt), Dex 22 (16+2+1+1+2 belt), Con 12 (11+1), Int 14 Wis 8, Cha 14
BAB +16/+11/+6/+1, CMB +18, CMD 24, +2 vs disarm and sunder with longbow
Feats:
Point Blank Shot (H), Precise Shot (L1), Weapon Focus Longbow (F1), Focused Shot (F2) Deadly Aim (F2), Rapid Shot (L3), Weapon Specialization Longbow (F4), Bullseye Shot (L5), Eschew Materials (S1), Manyshot (F6), Clustered Shot (L7), Expanded Arcana(L9), Improved Critical(L11), Snapshot (L13), Caster’s Champion (F8), Martial Focus (L17)
Traits:
Magical Knack (+2CL to sorcerer)
Seeker (+1 to Perception, it is a class skill)

Skills (78 = 38 [Ranks] + 26[Int] +14[Human])
• +23 Acrobatics (17 [Ranks] +6 [Dex])
• +6 Bluff (1 [Ranks] +2 [Cha] +3 [Class])
• +10 Climb (5 [Ranks] +2 [Str] +3 [Class])
• +10 Craft: Bowyer/Fletcher (4 [Ranks] + 3 [Int] + 3 [Class])
• +8 Intimidate (3 [Ranks] + 2 [Cha] +3 [Class])
• +11 Knowledge: Arcana (5 [Ranks] + 3 [Int] + 3 [Class])
• +11 Knowledge: Dungeoneering (5 [Ranks] + 3 [Int] + 3 [Class])
• +20 Perception (17 [Ranks] -1 [Wis] +3[Class]+1[Trait])
• +9 Ride (1 [Ranks] + 5 [Dex] +3 [Class])
• +14 Spellcraft (8 [Ranks] + 3 [Int] + 3 [Class])
• +20 Stealth (12 [Ranks] + 5 [Dex] + 3 [Class])
• +15 Use Magic Device (10 [Ranks] + 2 [Cha] +3[Class])

Languages Common, Dwarven, Goblin

Special Abilities:

Boreal Bloodline: Survival is a class skill, spells with cold descriptor are DC+1
Cold Steel (Sp): Can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property (add'l 1d6 cold damage) for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Can use 5 (3 +2CHA) times per day.
Reliable Strike (Ex): May reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action x1 per day. Must accept the second roll even if it is worse.
Weapons Training (Ex): +2/+2 with Bows, +2 CMB checks, +2 CMD vs disarm and sunder attempts against bows.
Enhance Arrows (Su): All arrows fired from the Arcane Archer's bow gain +1 enchantment and distance. At spell prep, choose flaming, frost, or shocking. All arrows fired have that burst quality.
Imbue Arrows (Su): Spells can be placed on arrows so that spell is centered where arrow lands and uses bow's range. Standard casting time, includes firing of arrow. Arrow must be fired that round and must hit or spell is wasted.
Seeker Arrow (Su): arrow travels to known target within range, even around corners. Only unavoidable obstacles prevent the arrow's flight, negating cover and concealment modifiers. Attack is rolled normally. Standard action (shooting the arrow is part of the action). Can use this ability 3x per day
Phase Arrow (Su): arrow travels to known target within range, even through non magical barriers. Negating cover, concealment, shield and armor modifiers. Attack is rolled normally. Standard action (shooting the arrow is part of the action). Can use this ability 2x per day
Hail of Arrows (Su): Fire 1 arrow at every target within range (up to 8). Each uses pimary attack bonus. Can use this ability 1x per day

Spells:
Sorcerer Spells
0-level (DC12): Ray of Frost, Prestidigitation, Daze, Mending, Mage Hand
1-level (DC13): Gravity Bow, True Strike, Burning Hands (expanded arcana), Obscuring Mist, Endure Elements, xxx
2-level (DC14): Burst of Radiance, Arrow Eruption. Ice Slick
3-level (DC15): Diamond Spray, Heroism
Per Day:Lvl 0: unlimited, Lvl 1: 7/day, Lvl 2: 7/day, Lvl 3: 4/day

Archery:

To Hit: +16[BAB] +6[Dex] +1[Focus] +2[Weapon Training] +2[enhancement, bow] +2 [bronze tear] +1[within 30'] +4[after move action to aim] -2[Rapid shot] -5[Deadly Aim]
To Damage: +2[Specialization] +2 [Weapon Training] +1 [Martial Focus] +3[Str, Composite Bow] +2[enhancement, bow] +1[within 30'] +10[Deadly Aim] +4 [Caster’s Champion]
Point Blank Shot; +1/+1 within 30’
Precise Shot; can fire into melee without -4 penalty
Improved Precise Shot; ignore AC bonus from anything less than total cover, ignore miss chance for anyting less than total concealment
Rapid Shot; fire one additional shot with full-attack action, -2 to hit on all shots
Deadly Aim; -4 to hit to get +8 to damage
Bullseye Shot; spend move action to get +4 on next attack roll
Manyshot; fire two arrows on the first shot with full attack action
Clustered Shot; total the damage from all attacks before applying DR
Snap Shot; threaten within 5’, can AOO, firing while threatened does not draw AOO
Caster’s Champion; If within 30ft of ally Arcane caster, +4 to weapon damage for 1 round. Swift Action, 3x per day.
macros
dice=Manyshot, w Rapid, PBS]1d20+29-2[/dice]
dice=Many Damage]2d8+20[/dice] plus [dice=Elemental]2d6[/dice]

dice=Iterative #1, w Rapid, PBS]1d20+24-2[/dice]
dice=Iterative Damage]1d8+10[/dice] plus [dice=Elemental]1d6[/dice]

dice=Iterative #2, w Rapid, PBS]1d20+19-2[/dice]
dice=Iterative Damage]1d8+10[/dice] plus [dice=Elemental]1d6[/dice]

dice=Iterative #3, w Rapid, PBS]1d20+14-2[/dice]
dice=Iterative Damage]1d8+10[/dice] plus [dice=Elemental]1d6[/dice]

dice=Rapid, PBS]1d20+29-2[/dice]
dice=Rapid Damage]1d8+10[/dice] plus [dice=Elemental]1d6[/dice]

w Deadly Aim
dice=Deadly Aim, Manyshot, w Rapid, PBS]1d20+24-2[/dice]
dice=Many Damage]2d8++2[/dice] plus [dice=Elemental]2d6[/dice]

dice= Deadly Aim, Iterative #1, w Rapid, PBS]1d20+19-2[/dice]
dice=Iterative Damage]1d8+10+10[/dice] plus [dice=Elemental]1d6[/dice]

dice= Deadly Aim, Iterative #2, w Rapid, PBS]1d20+14-2[/dice]
dice=Iterative Damage]1d8+10+10[/dice] plus [dice=Elemental]1d6[/dice]

dice= Deadly Aim, Iterative #3, w Rapid, PBS]1d20+9-2[/dice]
dice=Iterative Damage]1d8+10+10[/dice] plus [dice=Elemental]1d6[/dice]

dice= Deadly Aim, Rapid, PBS]1d20+24-2[/dice]
dice=Rapid Damage]1d8+10+10[/dice] plus [dice=Elemental]1d6[/dice]


Worn/Carried:
Combat Gear: +1 Composite Longbow (adaptive) (+2600, 3 lbs), +1 greatsword (8 lbs), MW Shortsword (+310 gps, 2 lbs), 2 Dagger (+4 gps, 2 lbs)
Other Gear: Bronze Dragon Tear (+2 to hit), Mithril Chainshirt +2, Wand of Abundant Ammunition; 25 charges (+370gp), Efficient Quiver (+1800gp, 2 lbs), Belt of Strength & Dexterity +2 (4,000 gp), Ring of Protection +1 (+2000gp), Ring of Evasion, Amulet of Natural Armor +1 (+2,000gp), Gloves of Arcane Striking (+5,000gp), Cloak of Resistance +2 (+4,000gp), Quick Runner’s Shirt (+1000gp), Wand of CLW; 50 charges (+750gp), Explorer’s Outfit (6 lbs)
Quiver
• 25 Durable Cold Iron arrows (+27gp)
• 10 Durable Silver arrows (+13gp)
• 10 Blunt arrows (+1gp)
• 5 Splintercloud arrows (+125gp)
• 4 Trip arrows (+125gp)
• 5 Smoke arrows (+50gp)
• 1 grapple arrows (+1gp)

Backpack (fighter’s kit) (+18 gp; 29 lbs)
• Bed Roll
• Mess kit and iron pot
• 50’ silk rope
• 10 torches
• 5 days trail rations
• Waterskin
• Cold Weather Outfit
Belt Pouch
• Flint and Steel
• Potion Lesser Restoration
• Potion Resist Energy (Fire)
• Potion CMW
• Coins: 316 gp, 9 sp, 10 cp

Description:
Telman has dark hair already with grey at the temples, his age and experience showing in the wrinkles around his eyes and the dry cracked texture of his skin. He stands slightly over six feet tall, well muscled but slender. He chooses light armor and utilitarian clothes chosen for function above anything else.

He is the consummate soldier; his gear is well cared for and clean, his appearance as neat as possible no matter what the circumstances. His most prized possession is of course his bow so it gets the most attention, and his enchanted quiver is probably a close second.

Personality:
Telman is impulsive by nature but his training and experience has given him a sense of calm, allowing him to be more measured in his actions and reactions than his gut reaction would have been. Telman is not a coward but he knows his strengths lie in being away from the heat of melee. His skill allows him to fire right into the chaos of hand-to-hand combat, even when that is a riskier move than other choices that are available.

If asked, Telman does not truly think of himself as a spell caster. That does not mean he is shy about using his magics to make himself a better archer. The only ability he is slightly self-conscience about is imbuing his arrows with the icy cold of his heritage. He uses it as needed but when asked is somewhat evasive about what the power is and where it comes from.

History:
The Raoul family were not nobles by any stretch, but they had been soldiers for generations so they were not exactly commoners either. Telman was trained by his father, sparring with his brothers and practicing with his cousins, but deep down he always felt he was meant for something else. He tried expressing it to his elder brother once. His brother had laughed. "The strength of your arm, the edge of your steels, the sounds of battle......what else could there be?"

Telman never brought it up again but instead focused on his training. When he was barely 18 years old his father lead a company into battle in the name of a local lord with his sons and nephews in the van. Telman survived the battle only because his older brother took a blade meant for his back. Telman was deeply affected by his brother's death. His father was still unable to let Telman abandon the soldier's life just yet, but Telman shifted his focus from the blade to the bow.

It was not long before Telman started to shine. He instantly took to the serenity and calmness of it, finding great solace and strength in the moment of peace right before the arrow leaves the string. As he got better the calmness filled him more and the chaos distracted him less. Telman found himself able to maintain that calm, keep his focus as he aimed and fired, even as the heat of battle escalated around him.

He spent years fighting battles, some for money, some for glory, all the while honing his skill with the bow. Through it all that feeling in the back of his mind remained. That feeling of something.....more.

After a particularly difficult campaign Telman's company was nearly decimated. One of the soldiers that died was a young man Telman had been training. He had barely been a teenager and had reminded Telman of his older brother. Again the archer took the death hard, but this time it drove him to finally begin searching for answers to the nagging questions he'd had at the back of his mind for so long.

He found himself traveling to large cities and centers of learning. It took time but he finally learned the truth: somewhere deep in the family's past the blood of House Raoul had been tainted by creatures of the northern expanses, and that 'something' he had been feeling all his life was the innate energy of that blood.

Telman was a creature of habit. Much like his soldiering, he found himself a trainer and set to learning. The skills he had learned from being an archer were helpful in the process....the internal calm, the focus...suddenly he was able to tap into those arcane energies, and even better he was able to channel them into his skill with the bow.

Once he felt ready Telman returned to the work he knew, this time combining bow and spell as he stood behind the battle lines raining arrows down on his enemies. Most recently he hired himself out to a renown ranger named Diara who was tracking large packs of monstrous humanoids across Moru County. The latest quarry eluded them as they skirted around Meadowvale. Diara decided to move on to another hunt instead but something about this quarry resonated with Telman.

Learning from the local towns folk that in these parts just about everything ends up in the mountain sooner or later, so Telman made his way toward Mount Moru. He ran into a company of dwarves who were exiting the old mines to go back to their stronghold. The stories the dwarves told of the place and the adventurers exploring it have piqued his curiosity.