Elf

Variel Tathos's page

19 posts. Alias of Jiqs.


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Male Elf Ranger(Skirmisher) 1

Yea, I've played a bunch of characters that had high CHA, figured I'd try something else for a change. Better to have one person who's good at talking than none? Heh.


Male Elf Ranger(Skirmisher) 1

"What you say is true Trekos, my bow has not served me well against these creatures." Variel will take a moment to see if he can find anything that will work as a club in the area, if not, he will continue checking as we move forward. "And I agree with you as well, we should move directly towards our goal. The faster we leave the better off we shall be. Let's go." Variel takes the lead, moving quickly, but quietly to avoid any unwanted attention, also checking corners as we reach them.

Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Male Elf Ranger(Skirmisher) 1

Variel slashes out at the skeleton again.

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Miss Chance(1-20 miss): 1d100 ⇒ 83

Variel seems to be flailing about. Hah


Male Elf Ranger(Skirmisher) 1

Miss Chance(1-20 is a miss):: 1d100 ⇒ 79


Male Elf Ranger(Skirmisher) 1

Seeing Alekto move up and engage the skeletons, Variel moves forward. "So much for waiting."

If Variel is able to get close enough to the first skeleton...:
He will attack with his sword(just attacking with it normally).

1d20 + 5 ⇒ (9) + 5 = 141d8 + 4 ⇒ (1) + 4 = 5


Male Elf Ranger(Skirmisher) 1

"I will not be wasting my arrows on these creatures." Variel draws his longsword and shield and will be using the blunt of his blade as Ali mentioned. Variel will hold his action until Ali runs out, and when he lures them back, he will attack.


Male Elf Ranger(Skirmisher) 1

After hearing what Aurora has to say Variel nods. "If that is the case, I may not be of much use against them with my bow or sword." Hearing the sound of the wings he adds, "I'm not sure that that could be, but it doesn't bode well. We must act quickly. Which route will we take? Around them, or through them?"


Male Elf Ranger(Skirmisher) 1

I know it says I can make untrained knowledge checks to identify the creatures of my favored enemy, but I'm not sure if that means I will know anything specific about them. I'll make a roll and wait for confirmation of what I can get from it.

"I have been attacking them when I could, but I have yet to face any head on..." Variel pauses and thinks.

Knowledge: 1d20 + 3 ⇒ (11) + 3 = 14


Male Elf Ranger(Skirmisher) 1

Variel makes his way back to the group and informs them of what he's seen(All of what's in the spoiler). "Despite my hate for those creatures, I would suggest we attempt to make it across into the alley I saw. Don't want to risk any unnecessary injuries."


Male Elf Ranger(Skirmisher) 1

Variel looks around at everyone and notices their wounds. "I seem to be the only one of us who isn't wounded, so I'll head out ahead to make sure our way is clear." Variel makes his way slowly out the door, checking every direction.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15


Male Elf Ranger(Skirmisher) 1

@Nylissa Yes, that is the one thing I forgot, I'll fix that right now.

Variel is a Skirmisher. He has been fighting everything as much as he could, but by ambushes and similar tactics. He wasn't part of the army or anything.


Male Elf Ranger(Skirmisher) 1

Some good news to wake up to. I'm pretty sure everything is set in my alias. Just saved the final changes. Just let me know if there's anything you want me to change.


@Ali Still messing around with the stats, I had just saved it there heh. And in order to have 12 con, 14 str and 19 dex, I'd have to lower my wis again, or my int. Because with the current scores, and a 12 con, 14 str, and 19 dex, that's 26 points, not 25.


@Ali The only problem with the Divine Hunter, is that I had already made his personality as one where he relies on himself and not the Gods. The situation the city is currently in actually reinforces his avoidance of depending on something you can't see. And I also RP'd it a bit. And I'm messing around with his stats a bit to see what I could do to raise his str at all.


@Nylissa One of the things I was actually looking to build towards was Precise shot and its Improved version. Don't want to be getting all those negatives with all the melee. And I was definitely considering Deadly Aim, the bonus to damage with that is why I went high dex and low str. I lose 1 to hit, for 2 damage. If I built higher Str, I'd lose some of that Attack bonus for only about 1 bonus damage per bonus I lost. I'm looking more into Vital Strike too. I think he's gonna be taking one big shot most of the time vs. making the enemies look like pin cushions. He takes pride in his accuracy.


I guess Variel is kind of out of place in this group so far, he'd be one of the few sitting in the back. He's going to be completely focused on his bow for combat. I have plenty of ideas for level advancement, but nothing set yet(any advice is welcome as I haven't played as a Ranger much). Same goes for gear/stats, I'd appreciate any advice.

I just know that he is going to be very focused on stopping/defeating those that took away the few good things he had worked so hard for, and the people that he had considered as family.


"I'm with her." Variel says as he nods towards Alekto. "We don't exactly have all the time in the world right now. Let's get out of here. I want to put as much distance between us and them as we can get." As he's saying this he's nervously glancing back and forth between the way everyone came, and those still in the room.


I have finished Variel's stats. Just let me know if anything needs to be changed.

About Variel Tathos:

Elf Ranger(Skirmisher) 1
CG Medium humanoid
Init +7; Perception +8
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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 dex)
hp 12
Fort +4, Ref +7, Will +2
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Offense
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Spd 30 ft.
Melee Longsword +1 (1d8, 19-20/x2)
Ranged Longbow +6 (1d8, 20/x3)
—————
Statistics: Str 10, Dex 20, Con 12, Int 14, Wis 14, Cha 8
—————
Base Atk +1; CMB +1; CMD 16
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Feats: Point Blank Shot
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Traits: Reactionary, Forlorn
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Skills: 8
1 Climb +4
1 Craft(Weapons) +6
1 Heal +6
1 K(Geography) +6
1 K(Nature) +6
1 Perception +8
1 Stealth +9
1 Survival +6
—————
Languages: Greek, Elvish
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Gear: Studded Leather 25gp, Longbow 75gp, 40 arrows 2gp, Longsword 15gp, Heavy Wooden Shield 7gp, Flint and Steel 1gp, 50 ft Hemp Rope 1gp, Grappling Hook 1gp, 48gp

Special Abilities/Qualities:
Favored Enemy(Undead)
Track
Wild Empathy

Class Skills
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal(Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Class Features:

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

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

Wild Empathy (Ex): 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.


"There is no time for manners! We must move!" Holding his bow at the ready, arrow nocked and aimed back the way they came. There is a slight but noticeable tremor in the man's voice. "It is not of the Gods' will that I-I am here. My own t-two feet carried me, and my own bow and skill protected me!" He says looking to the others. Hearing how frantic his own voice sounds, he shakes himself, as if to wake himself up and seems to calm a little. "I apologize. I've lost m-much up to this point, and I shall lose no m-more." He takes a breath. "You have my bow at your will. Y-You all lead and I'll bring up the rear! Don't want any surprises."