Seltyiel

Valdear's page

40 posts. Alias of Grumbaki.


Strength 15
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 13
Charisma 11

About Valdear

Offense:

Melee To Hit: +1 (BaB) + 2 (Str) = +3
Damage: 1d8 (longsword) + 2 (Str) + 1 (Trait) = 1d8+3

Ranged To hit: +1 (BaB) + 4 (Dex) = +5
Damage: 1d8 (longbow) + 1 (Trait) = 1d8+1

Defense
* HP: 10 (Lvl 1 class) + 1 (Con) + 3 (Toughness) +1 (FCB) = 15
* Fort: 2 (class) +1 (stat) = +3
* Ref: 2 (class) +4 (stat) = +6
* Will: 0 (class) +1 (stat) + 2 (iron will) = +3
* AC: 10 (base) + 4 (Dex) + 3 (Armor) +1 (Shield) = 18/14/14
* CMD: 10 (base) + 1 (Str) +4 (Dex) +1 (BaB) = 166

[spoiler=Race, Traits, Stats]
Elf
* Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
* Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Elves receive a +2 racial bonus on Perception checks.
* Weapon familiarity.
* Keen Senses

Traits
* Adopted -> Weapon Training (You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.)
* Deadeye Bowman (When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.)

Stats
Rolled - 16/14/15/13/12/11
Str: 15
Dex: 16 + 2 (Race) = 18
Con: 14 -2 (Race) = 12
Int: 12 + 2 (Race) = 14
Wis: 13
Cha: 11

Feats, Skills, Equipment:

Feats:
* Bloodline: Endurance, Toughness, Iron Will
* Lvl 1: Point Blank Shot

Skills:
* Diplomacy (+5 / +7 if mark is recognized)
* Intimidate (+8 / +10 if mark is recognized)
* Survival (+5)
* Perception (+7)
* Handle Animal (+4)
* Knowledge Nature (+6)
* Knowledge Dungeoneering (+6)

Background Skills:
* Knowledge Geography (+6)
* Craft Boyer (+6)

Equipment:
* Longsword
* Longbow
* Buckler
* Studded Leather
* Fighter’s Kit
* Boyer's Tools

Bloodline Reynir - patron of Rjuven, god of the hunt and nature.:

Divine Aura - Major
* Derivations: All except Brenna
* An intangible mantle of power and nobility sur¬ rounds some blooded characters, commanding respect from all they meet. Divine aura marks the character as a scion of power, just as a blood mark does; the character gains +4 circumstance bonus to Diplomacy and Intimidate
* The scion can enhance his aura once per day with one round of concentration. The effect lasts one round per level. As a major ability* the character can engraft any nonblooded creatures within 30 feet.

Bloodmark Minor
* Derivation: Any
* The blooded character bears a visible* recogniz¬ able sign of his special heritage. Depending on the family* it may be a white streak in the hair* eyes of brilliant green, or a birthmark* NPCs who recognize the mark will tend to be respectful toward the scion, and even enemies perceive the mark as a warning conduct themselves carefully around the scion, Th„ i bloodmark s effect is a +2 circumstance bonus to diplomacy and intimidate

Iron Will - Minor
* Derivation: Anduiras, Revnir.
* Azrai Characters with iron will arc tougher than ordinary characters. The mystic energy of their divine heritage allows them to persevere when lesser mortals tire or perish.
* Endurance, Iron Will and Toughness Feats

Animal Affinity - Great
* Derivations: All
* Each of the old gods was associated with a totem animal—a symbol of the deity’s principles. Charac¬ ters with this blood ability have a natural affinity and skill for communicating with the totem animal of their derivation.
* As a minor ability, the character has an empathic communication with the animal to a range of 60 feet. The character must he able to see and be seen by the animal. He will never be attacked by members of the species unless they are magically controlled.
* As a major ability, the character can speak with animals of the totem species at will. The animal must he within 10 feet of the character, Members of the species regard the scion as an ally and friend and will cooperate with reasonable requests. An animal might guide or guard the character during a trip in the wilderness, but it wouldn't follow him into civilized or inhospitable lands.
* As a great ability, the character can detect a single totem animal within a 1-mile radius. By concentrat¬ ing for one round, he can see through the animal's eyes, summon it to his location, or relay information to it through mental communication. The character learns the location of the nearest animal first, but may concentrate to learn the location of another ani¬ mal. He may do this indefinitely at a rate of one ani¬ mal per round. Animals of the species will give their lives in the service of the scion. Once per day the character may shape change into the particular animal form for up to two hours.
* The ancient totem for Reynir, the wolf