Elf

Vaniel Silvermane's page

20 posts. Alias of Nasserath.


Full Name

Vaniel Silvermane

Race

Half- Elf

Classes/Levels

Paladin 1

Gender

Male

Size

Medium

Age

21

Special Abilities

Low- Light Vision

Alignment

LG

Deity

Torm

Location

Marsember, Cormyr

Languages

Common, Elven

Occupation

Emissary of the church

Strength 15
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 12
Charisma 14

About Vaniel Silvermane

HP: 12 Current:
AC: 21
Fort: 4
Reflex: 1
Will: 3

Touch: 11
Flat Foot: 19
Initiative: 1
Movement: 20 ft

BAB: 1
CMB: 3
CMD: 14

EXP: 100

Race

Spoiler:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Ancestral Arms: Exotic Weapon Proficiency (Bastard Sword) at 1st level. This racial trait replaces the adaptability racial trait.
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:

Class
Spoiler:

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to paladin level (1)

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid in struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds Charisma bonus (2 ) to attack rolls and adds paladin level to all damage rolls made against the target of smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses (1). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to Charisma modifier (2 ) to AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day to a maximum of seven times per day at 19th level.


Feats
Spoiler:

Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC

Traits
Spoiler:

Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to 900 gp

Failed Apprentice: As a child, your parents sent you to a distant wizard's tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a +1 trait bonus on saves against arcane spells


Skills
Spoiler:

Acrobatics: -6
Appraise: 0
Bluff: 2
Climb: -5
Craft: 0
Diplomacy: 6(trained)
Disguise: 2
Escape Artist: -6
Fly: -6
Handle Animal: 2
Heal: 4(trained)
Intimidate: 2
Knowledge: 0
Linguistics: 0
Perception: 3
Perform: 2
Profession: 1
Ride: -6
Sense Motive: 5 (trained)
Sleight of Hand: -6
Spellcraft: 0
Stealth: -6
Survival: 1
Swim: -6
Use Magic Device:2

Attacks
Spoiler:

Bastard Sword: 4 (S)
Damage: 1d10+2 19-20/x2

Shield Bash: 3 (B)
Damage: 1d4+2 x2

Light Crossbow: 2 (P)
Damage: 1d8 19-20/x2


Equipment
Spoiler:

Weapons: Masterwork Bastard Sword, Light Crossbow

Armor: +1 Banded Mail, Heavy Steel Shield

Mundane: Backpack, Bedroll, Flint & Steel, Silk Rope, Grappling Hook, Waterskin, Rations x 5, Sack, Wooden Holy Symbol, Hooded Lantern,
Belt Pouch, Flasks of Oil x 3, Flask of Holy Water, Cure Light Wounds Potion, Bolts x 10, Explorer's Outfit

Currency: CP: SP: GP: 17


Description
Spoiler:

Standing 6'0ft tall and weighing in around 180lbs Vaniel Silvermane is an imposing figure more so when equipped in his gold plated with a silver trim banded mail. His shield is emblazeoned with a crest displaying a seashell with a gold trident over a greenfield. Add to it his silver color hair and piercing blue eyes, Vaniel looks all the part of a divine champion of Torm. On his waist sits a beautifully made bastard sword.

Personality
Spoiler:

Vaniel is friendly enough to most strangers though does stay guarded with his trust. He tends to engage in most conversations easily enough and is very much a team player seeing value and skill in those he would call companion. Dont let his easy nature fool you when it comes time to make decisions Vaniel doesn't hesitate nor does he back down from a challenge

Backstory
Spoiler:

Born and raised in the region of Cormyr in the port city of Marsember, Vaniel, the silver haired only child to an elven father and a human mother. Vaniel's family, the Mistwinds owned numerous docks located around the city. Life was comfortable enough for Vaniel. Though as a young child Vaniel was considered to be a very scrawny and sickly child. So much so that his parents kept kept the boy as a bit of a shut in, never being aloud outdoors except on the rarest of occasions.

As Vaniel got older he lost his sickliness but his parents failed to acknowledge this and continued to keep the boy in doors locked in study
Vaniel's father had studied the arcane arts for many years and thought since his son wasnt fit to be a man at arms then he should follow the same path as he did. When Vaniel was 14 he was sent to study magic at one of the famed wizard towers. Here however it was soon learned that although Vaniel was a hard study he had no inkling of arcane talent. But there was something about the boy, his masters could tell. So rather than send him back to his home in shame the headmaster summoned a priest of Torm to see if he could be used at the church.

In the new setting Vaniel thrived not only in his studies but also in combat training, mastering the art of swordsmanship. Soon Vaniel recieved word that a tragedy happened. Thugs had broken into and robbed his parents house and afterwards set the building ablaze, burning all inside alive. The message came with a sack of gold and he was told that this was all that remained to his families fortune. Lost and wihout a home Vaniel remained at the church.

Years went bye and Vaniel had decided to forsake his house name and take up the mantle of Silvermane. All too soon the boy, now a man had started to get anxious. It would seem that Torm looked out for him yet again as a messenger came bearing a flyer calling for aid to New Phlan. Vaniel couldn't resist the urge that he was being called. Thanking those that had taken him in when he needed it most, Vaniel left with blessing of the church.