Full Name |
Valandil Ancalime |
Race |
Elf |
Classes/Levels |
2 Barbarian/2 rogue |
Gender |
Male |
Size |
M |
Age |
129 |
Alignment |
CG |
Location |
Sandpoint |
Languages |
Common, Elven, Goblin |
Occupation |
Bowyer/Fletcher |
Strength |
14 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
12 |
Charisma |
10 |
About Valandil Ancalime
14/5
15/3 +2 elf
14/7 -2 elf,+1 at 4th
14/2 +2 elf
13/3
10/0
DM JZ, here is Val's plans for after defeating the goblins?
Val would like to pickup some masterwork artisan tools and start making masterwork bows (up to +3 str rating). His goal is to become a really good bow maker. On a personal note, he will look around for any single, eligible elven or half-elven girls who might be interested in him and start seeing them. Nothing to serious.
He would also like to get a guard dog or 2.
Tari = 1/2elf sor(draconic)
Zoya = human(V) bard
Khaine = human wiz
Camryn = human ranger
Drula = human(shoanti) shaman(cleric?)
AC 16
hp 37/37 subdual=0
rage rounds 8/8 left
Initiative +2
--------------------------------------------------------------------------- -----
PC Name:Valandil Ancalime
Race: Elf
Gender: Male
Height: 4' 11"
Age: 129yrs
Hair: SliverBlue
Eyes: Black
Weight: 125 lb
Class: Barbarian/rogue
Level: 2 /2
HD: 2d12 + 2d8 Hit Points (14+9+14)=37
Align: Chaotic Good
Deity: Na
XP: 6000? on 4/20/10
Next: ?
Speed: 40'
--------------------------------------------------------------------------- -----
COMBAT STATISTICS
base 10
armor +3
shield -
dex +2
magic -
other +1(dodge)
Ac of 16/ Flatfoot 13/ touch 13
Armor= Studded Leather
Type Light
Bonus +3
ACO -1
Max Dex +5
ASF NA
Speed 30
Weight 20#
Battle Scores
Base +3
Magic -
other -
MELEE str +2
+5
RANGED dex +2
+5
CMB str +2
+5
Weapons
Glaive,mw(12#) +7
1d10+4 x3
med sized, 2handed, S damage
Reach, sharpness(+1 dam)
Greataxe(12#) +6
1d12+3 x3
med sized, 2handed, S damage
Sling(na#) +6
1d4+2 x2
50' range, 2handed, B damage
ooooo ooooo ooooo ooooo
Sap(2#) +6
1d6+2 x2
M sized, light, B, nonlethal
dagger(1# each)-thrown +6, melee +6
1d4+2 19-20/x2
10' range, light, P/S
000
small throwing net with a 15' leash on it. Something made for the Chelaxian Arena's. She charges him 15 Gold for it, cutting about 5 Gold from the price.
((use Net from the weapons table))
mw(str12)Comp Short Bow (2#) +7
1d6+1 20/x3
70' range, 2handed, P
Arrows(3#) 00000 00000 00000 00000
(+20 in backpack)
--------------------------------------------------------------------------- -----
Saving Throws
FOR +6
base 3
con 2
magic -
other 1(lone wolf)
REF +5
base 3
dex 2
magic -
other -
WILL +1
base 0
wis 1
magic -
other -
--------------------------------------------------------------------------- -----
RACIAL TRAITS
Ability Description/Notes
Low Light Vision Elves can see twice as far as humans in conditions of poor illumination.
Keen Senses Elves receive a +2 bonus on Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
Elven Immunities Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.
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.
Favored Class Barbarian (+1 skill point or hp)
--------------------------------------------------------------------------- -----
Feats
Free- Lone Wolf 50% Auto Stabilize if bleeding to death &
+1 to Fortitude Saves
1st- Dodge (+1 AC)
3rd- Mobility (+4 dodge bonus to Armor Class against attacks of
opportunity caused when you move out of or within a
threatened area.)
--------------------------------------------------------------------------- -----
CLASS ABILITIES
Simple/Martial Weapons, Lt/med armor, shields, hand crossbow
Fast Movement: +10' move
Uncanny Dodge (Ex): retains his Dexterity bonus to AC (if any) even if he is caught flatfooted or struck by an invisible attacker.
Trap Sense +1:Ref and Ac(dodge) vs traps
Rage: 8 rounds(6+2). +4 Str & Con(Morale), +2 Will Saves(Morale), -2 AC
Rage Power:
Swift Foot (Ex): The barbarian gains an +5' enhancement bonus to speed
while raging
+1d6 Sneak Attack
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion
R talent- Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
--------------------------------------------------------------------------- ---
PRESTIGE CLASS ABILITIES
--------------------------------------------------------------------------- -----
Languages Common, Elven, Goblin
--------------------------------------------------------------------------- -----
Class Skills
-------------------Ranks Other
+9 Acrobatics*____Dex +4 +3-1(armor)
+6 Appraise_______Int +1 +3
+0 Bluff__________Cha c
+6 Climb*_________Str +1 +3-1(armor)
Craft:
+8 (Bow/arrow)____Int +3 +3
+4 Diplomacy______Cha +1 +3
Disable Device*___Dex +4 +3-1(armor)+1traps
+9/10traps
+0 Disguise_______Cha c
+5 Escape Artist*_Dex +1 +3-1(armor)
+5 Handle Animal__Cha +2 +3
+4 Intimidate_____Cha +1 +3
Know:
+6 Nature_________Int +1 +3
+7 Local__________Int +2 +3
-- Dungeoneer_____Int c
-- Lingistics_____Int c
Perception________Wis +4 +3+2(elf)+1(traps)
+10/11traps
+0 Perform________Cha c
-- Profession_____Wis c
+6 Ride*__________Dex +1 +3-1(armor)
+5 Sense Motive___Wis +1 +3
-- Sleight-o-Hand*Dex c-1(armor)
+9 Stealth*_______Dex +4 +3-1(armor)
+6 Survival_______Wis +2 +3
+6 Swim*__________Str +1 +3-1(armor)
-- UMD____________Cha c
* = check penalty for wearing armor
Leaving Fly, Heal, Spellcraft and most Know skills as non-class skills
--------------------------------------------------------------------------- -----
EQUIPMENT
Antitoxin vial
potion of resist fire
Harpy Musk x5
Barbarian Chew x1
sunrod x5
tanglefoot bag x2
potion (1st lvl)
Enlarge Person
Expeditious Retreat
disguise self
--------------------------------------------------------------------------- -----
TREASURE
Belt Pouch
PP: 1
GP: 43
SP: 10
CP:
MISC.:
GEMS:
--------------------------------------------------------------------------- -----
HISTORY / BACKGROUND
1. To Ramen : (Camryn) hes a ranger and has been to the Mosswood hunting a few
times, youve met him and hes more accepting of your 'wild aspect' than most,
and understands being a bit of an outsider to Elves, being a half breed himself
...You know he lives in Sandpoint at the Turandark Academy, and is a member of
the Sandpoint Militia...he even told you that should you ever want to leave
the Mosswood, hed put ina good word for you with the Sherrif, and get you a
job there....
2. To Ghent: (Telo) Hes a Druid, and I plan on making him from The Mosswood, so
we will have a connection with you guys, he and you both having a mutual
protection idea..he to help guide you through the pitfalls of dealing with
folks, and you feeling the need to protect him from his own frailties
...thoughts?
--------------------------------------------------------------------------- -----
MOTIVATIONS & GOALS
--------------------------------------------------------------------------- -----
FUTURE CHARACTER GROWTH
--------------------------------------------------------------------------- -----
PERSONALITY / QUIRKS / MANNERISMS
Scars:
thigh from goblin n the "Monster in the Closet"
--------------------------------------------------------------------------- -----
Companions/Mounts
Roch:"HORSE" in elven (+2 circumstance bonus on ride/handle animal)
sleek tawny quarterhorse, Stallion, hearty and able.
Tricks 1-6 Combat Riding: attack, come, defend, down, guard, and heel
Horses are widely domesticated for riding and as beasts of burden.
Combat
A horse not trained for war does not normally use its hooves to attack. Its
hoof attack is treated as a secondary attack and adds only half the horse’s
Strength bonus to damage. (These secondary attacks are noted with an asterisk
in the Attack and Full Attack entries for the heavy horse and the light horse.)
Warhorse, Light
Large Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 16, Dex 15, Con 19, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
These animals or similar to light horses but are trained and bred for strength
and aggression. They usually are not ready for warfare before age three. A
light warhorse can fight while carrying a rider, but the rider cannot also
attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a
medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light
warhorse can drag 3,450 pounds.