Villamar Koth

Tevyn's page

283 posts. Alias of Wander Weir.


Race

Half Elf

Classes/Levels

Spirit Ranger / 2

About Tevyn

A Jade Regent character.

Tevyn, Half-Elf Spirit Ranger - 2
NG Medium Humanoid (Elf, Human)
Approx. 29 years old
Favored Class: Ranger (1-2nd Lvl Bonus = Skills)
Favored Enemies: Undead
Languages: Common, Elven

HD: 2d10 +1 (Con)(22 HP)
Current HP: 16
Init: +6
Movement: 30'

STR: 13 (+1)
DEX: 18 (+4)
CON: 12 (+1)
INT: 10 (+0)
WIS: 13 (+1)
CHR: 12 (+1)

Armor Class: 18 = 10 (Base), + 4 (Dex), + 4 (Armor)
Touch: 14 Flat Footed: 14

Armor: MW Chain Shirt - +4, ACP = -1, Max Dex +4

SAVES:
Fortitude: 4 = +3 (Base), +1 (Con)
Reflex: 7 = +3 (Base), +4 (Dex)
Will: 1 = +0 (Base), +1 (Wis)
Other Modifiers: Immune to magic sleep effects and +2 saves versus enchantment spells and effects.

COMBAT:
Base Attack Bonus: +2
CMB: +3 = 2 (BAB), +1 (Str).
CMD: 17 = 10 (Base), +2 (BAB), +1 (Str), +4 (Dex)

Composite (+1) Longbow: +6 (1d8+1, 100', x3, P)
Longsword: +3 (1d8 + 1, 19-20 x2, S)
Dagger: +3 / +6 (1d4 + 1, 19-20 x2, P)

SKILLS:

Acrobatic: +3 = +4 (Dex) -1 (ACP)
Climb: +0 = +1 (Str), -1 (ACP)
Escape Artist: +3 = +3 (Dex)
Handle Animal: +6 = +1 (Chr), +2 (Rank), +3 (Class)
Knowledge Geography: +5 = +0 (Int), +2 (Rank), +3 (Class)
Knowledge Nature: +5 = +0 (Int), +2 (Rank), +3 (Class)
Perception: +8 = +1 (Wis) +2 (Rank), +3 (Class), +2 (Race)
Ride: +3 = +4 (Dex), -1 (ACP)
Sense Motive: +1 = +1 (Wis)
Stealth: +8 = +4 (Wis), +2 (Rank), +3 (Class), -1 (ACP)
Survival: +9 = +1 (Wis), +2 (Rank), +3 (Class), +3 (Feat)
Swim: + 5 = +1 (Str), +2 (Rank), +3 (Class) -1 (ACP)

Feats:

Point Blank Shot:
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skill Focus (Racial Trait): You get a +3 bonus on all checks involving the chosen skill (Survival). If you have 10 or more ranks in that skill, this bonus increases to +6.

Precise Shot (2nd Lvl Combat Style): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Traits:

• Elven Reflexes:
You gain a +2 trait bonus on initiative checks.

• Childhood Crush (Ameiko):
You’ve never had the guts to act on it, but for as long as you can remember, you’ve had a crush on Ameiko. Someday, maybe you’ll be able to earn the NPC’s love, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your crush.

Racial Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Applied to Survival.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities:

Favored Enemies: At 1st level, a ranger selects a creature type (Undead) from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Undead creatures. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Tracking: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

SPECIAL ABILITIES:

Childhood Crush: Ameiko (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

TRACKED RESOURCES
Childhood Crush: Ameiko: (1/day) (Ex) - 0/1
Arrows - 0/60
Arrows, Blunt - 0/45
Arrows, Flight - 0/20
Arrows, Thistle - 0/10
Arrows, Raining - 0/2
Dagger - 0/1
Rations, trail (per day) - 1/2

Description of Special Ammunition:

Blunt Arrows deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).

Flight Arrows: A flight arrows range increment is 20 feet greater with longbows, 10 feet greater with shortbows. Flight arrows deal damage as if one size category smaller.

Thistle Arrows: These barbed arrows are crafted from the thistles of a poisonous plant, causing pain to persist beyond the initial injury.
Benefit: Thistle arrows deal damage as a bleed effect for 1d6 rounds.

Raining Arrows: This thick-shafted arrow contains a reservoir of holy water and is designed to burst on impact, hitting the target and splashing nearby creatures.
Benefit: The reservoir of holy water is designed to burst on impact, hitting the target and splashing nearby creatures as if you had thrown the vial.
Drawback: A raining arrow has a –2 penalty on attack rolls due to its weight.

Total Weight Carried: 49.14/150lbs, Light Load
(Light: 50lbs, Medium: 100lbs, Heavy: 150lbs)

Horse: Abrazân
(Stats TBA)

Loot:

Lighthouse: 93 gold coins and 1 rusted key.

Equipment:

Arrows (56*), Arrows, Blunt (45*), Arrows, Flight (20*), Arrows, Thistle (10), Arrows, Raining (2), Dagger, Composite (+1) Longbow, Longsword, MW Chainshirt; Other Gear Backpack (6 @ 6.5 lbs), Fishhook, Flint and steel, Pouch, belt (1 @ 0.36 lbs), Rations, trail (per day) (2*), Twine (50'), Waterskin*. --- * Items with * are totals; some of them have been placed in saddlebags.
Coin = 103 gold, 5 silver, 9 copper.
Coin after share of loot: 692 gold, 14 silver, 19 copper
Purchases:
1 trained riding horse: -110 gp
1 military saddle: -20 gp
Saddlebags: - 4 gp
(Str +1) Composite Longbow: -200 gp
Arrows (see above)
MW Chain Shirt
Saddlebags Hold: 26 arrows, 25 blunt arrows, 10 flight arrows, trail rations x2, waterskin.

Background:

Like so many other children born of mixed human and elven blood before him, Tevyn has spent much of his life not knowing quite where he belonged. His earliest memories are of a small tribe of almost wild elves who used to stare at him with cold eyes and spoke only harsh words to his mother about him. He remembers little more of his mother than her cold green eyes and beautiful sharp features that always seemed tight with anger.

When he was about five -- To this day, he isn't sure exactly how old he is -- Tevyn's mother took him away from the tribe and into Sandpoint where he was left with his human father, Ban, a bow fletcher and hunter.

Life was a little easier in Sandpoint. Though his father rarely looked at him directly, he did treat him kindly and taught Tevyn all he knew about woodcraft and how to hunt with a bow. Ban never spoke of his mother, however, or how they came to know each other. The closest Ban ever came to the topic was one drunken night shortly after the Late Unpleasantness when he told Tevyn that he looked like his mother.

The other children in Sandpoint often commented on the shape of Tevyn's ears and from time to time their parents would forbid them to play with him. The lad learned quickly to keep his hair long and his ears hidden, though even that was not enough.

As the years passed, Tevyn began to prefer life outside of Sandpoint amongst the cool dark woods of the forests or the dank swamps south of town. He grew fond of the strange intensity of life out there, the birds and mammals of the forest and the reptiles and amphibians of the swamp a sharp contrast that almost seemed to reflect the differences between his own two people.

As he grew older and more successful at hiding his appearance, Tevyn also found some in Sandpoint who he could call friends. Sheriff Hemlock seemed to understand him better than most, as an outsider who had found a place for himself in the town. Nisk Tander of the Bottled Solutions also shared his mix heritage and was eager to purchase strange plants and molds Tevyn brought him from the swamp, even though the man hardly seemed to know what any of it did.

He had also known old Niska Mvashti before she died and had sometimes brought her things out of the swamps. After the ancient woman's death he began to spend more time with Niska's daughter Koya and came to follow Desna as a result.

Of all his friends, however, Tevyn appreciations and admires Ameiko Kaijitsu the most. She has never looked at him sideways for his halfbreed blood and between her kindness, beauty and appreciation for stories and song, Tevyn's adoration quickly turned to a full-blown crush. He has never dared to act upon it, not believing himself worthy, but has been content enough to value her friendship and what time he's been allowed to spend with her.

Lately, however, he's grown restless. With his father retired and having no interest himself in fletching arrows or bending bows, Tevyn has tired of the simple life he's made for himself as a hunter and collector of exotic wildlife and fauna from the swamp. He has recently decided to ask Sandru Vhiski if he can join his caravan as a scout or guard. Perhaps if he's had the opportunity to see the world and share in his own adventures, he will actually have more to offer Ameiko than his friendship.

Description:

Tevyn is a slender framed half-elf who takes pains to hide the shape of his ears beneath shaggy brown hair or hooded brown cloak that he usually wears. He has managed a rather scraggly beard that shifts from brown to dark red in sunlight. His green eyes are warm and typically good humored but can seem to darken to the color of pine when he is angry or intent on a hunt.

Level 2 Increases:

HP: 1d10 = 10 :: New total 22
BAB: + 1
Fort Save: + 1
Ref Save: + 1
Combat Style (Archery) Feat: Precise Shot
Skills: 7 Ranks to Distribute. 1 each in:
Handle Animal, Knowledge Geography; Knowledge Nature; Perception; Stealth; Survival; Swim

Hero Lab Profile:

TEVYN CR 1
Male Half-Elf Ranger (Spirit Ranger) 2
NG Medium Humanoid (Elf, Human)
Init +6; Senses Low-Light Vision; Perception +8
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 22 (2d10+2)
Fort +4, Ref +7, Will +1
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
Longsword +3 (1d8+1/19-20/x2) and
Unarmed Strike +3 (1d3+1/20/x2)
Ranged Longbow, Comp. (Str +1) +6 (1d8/20/x3)
Ranger (Spirit Ranger) Spells Known (CL 0, 3 melee touch, 6 ranged touch):
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STATISTICS
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Str 13, Dex 18, Con 12, Int 10, Wis 13, Cha 12
Base Atk +2; CMB +3; CMD 17
Feats Point Blank Shot, Precise Shot, Skill Focus: Survival (Adaptability)
Traits Childhood Crush: Ameiko (1/day) (Ex), Elven Reflexes
Skills Acrobatics +3, Climb +0, Escape Artist +3, Fly +3, Handle Animal +6, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +8, Ride +3, Stealth +8, Survival +9, Swim +5
Languages Common, Elven
SQ Elf Blood, Enemies: Undead (+2 bonus) (Ex), Track +1, Wild Empathy +3 (Ex)
Combat Gear Arrow, Raining (2), Arrows (30), Arrows, Blunt (20), Arrows, Flight (10), Arrows, Thistle (10), Dagger, Longbow, Comp. (Str +1), Longsword, Masterwork Chain Shirt; Other Gear Backpack (3 @ 0.5 lbs), Fishhook, Flint and steel, Pouch, belt (1 @ 2.34 lbs), Twine (50')
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TRACKED RESOURCES
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Arrow, Raining - 0/2
Arrows - 0/30
Arrows, Blunt - 0/20
Arrows, Flight - 0/10
Arrows, Thistle - 0/10
Childhood Crush: Ameiko (1/day) (Ex) - 0/1
Dagger - 0/1
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SPECIAL ABILITIES
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Childhood Crush: Ameiko (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Track +1 +1 to survival checks to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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