Fighter

Velath Tel'quessir's page

55 posts. Alias of Dread.


Full Name

Velath Tel'quessir (Veldrin T'sarron)

Race

Elf (Drow) 8th Paladin

Classes/Levels

HP:60/ AC: 19. Vs Chaotic =21 || Fort: +10 Ref: +8 Will: +9|| CMD: 24

Gender

Male

Size

Medium

Age

131 years

Alignment

LG (CE)

Deity

Erastil

Occupation

Hunter

Strength 15
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Velath Tel'quessir

Appearance:
: height 5'11" 121 lbs silvered shoulder length hair. Gray eyes, a lithe but muscular build. He moves through the shadows with skill. His skin ruddy from his time outside hunting. A religious fervor on his countenance from his personal dedication to Erastil. He wears green and brown to blend in easily. All of his gear efficiently about his frame with purpose for quick movement. The composite longbow he Carries with a stronger pull than many could manage. He joins the ranks of the applicants to take the fight to the enemy in their home.

Personality:
: Velath is more grim and serious than your typical Wood Elf; the war with The Drow having taken its toll. There is purpose in his every movement, determination in his eyes, and a righteous anger in the timbre of his voice when he speaks.

Backstory:
: Velath wasn't originally called Velath Tel'quessir. Orinally he was Mish'aeel Terranon Of Crying Leaf he had grown up there. His family was rather large with his 4 brothers and 2 sisters having taken spouses. With a large family came many nieces and nephews. He was the youngest, and as of yet had not found his life partner. He found his calling in hunting for food and materials, as well as the occasional Interloper Into the elvish woodland. His family lived out side of CryingLeaf in the family homestead.

Then the Drow came and his Idyllic life was shattered. Of his family only his parents, 1 brother and 1 sister and her spouse survived with a few of the nieces and nephews. His brother was broken beyond recognition. His spirit, mind, and body were sacrificed to the war. Mish'aeel had found himself on the front lines in the forest, and seeing the horrors and destruction they brought; sometimes just for the sake of seeing his people suffer without any tactical reason; he had cried out to Erastil, his personal patron, and was answered. On that day he stopped being Mish'aeel Terranon and took the name Velath Tel'quessir...Blade of the People.

His skill as a huntsman came in handy against this shadowy enemy. His talent with a bow helped him greatly. Many Dark Elves fell to him...but not enough to save his city or the majority of the citizenry. The refugees fled through portals to Kyonin and after he helped the people settle in, he left to join those asking to continue the fight. He sought to join the expedition to go into the darklands and strike at the evil in their own territory.

Character Stats:
Male Elf Paladin 8 (Favored Class-Paladin)
LG Medium humanoid (human, elf)
Init +3; Senses low light vision 60 ft.; Perception +13
Favored Class: Paladin bonus: +1 skill point per level
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Defense
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AC-19, touch-14, flat-footed-16 ( +5 armor, +3 Dex, +0 shield, +1 Ring, +0 Amulet)
+2 dodge bonus vs chaotic creatures
Smite evil. Increases detection bonus +2

hp 60/60 (8d10+8)

Fort +10, Ref +8, Will +9

+2 vs Enchantments
Divine Grace (+3 to saves)
Immune to Fear allies get +4 within 10'
Immune to Diseases.
Immune to Charm allies get +4 within 10'
Immune to Magic Sleep
Auto save vs swarm distraction
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Offense Bab:+8/+3 Melee:+10/+5 Ranged:+11/+6 +2 Damage
Smite Evil +3/+8 (+3/+16)
+1 damage within 30'
+1 to hit with a longbow
Weapons damage swarms

+1 Longsword +11/+6 1d8+3
MW Handaxe +11/+6 1d6+2
+1 Composite Longbow [+2 St Damage] +13/+8 1d8+3
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Speed 30 ft.

Special Attacks smite evil 3/3 day bypass DR
Lay on hands to harm undead 4d6 damage
Divine bond 1xday

Spell Casting Concentration:+11
Lay on hands 6/6 day 4d6 healing
Obscuring mist 1xd
Detect Evil at will

(2)1st Level: Divine Favor, Endure Elements

(2)2nd Level: Blinding Light, Arrow of Law

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Statistics
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Str 15(+2), Dex 16(+3), Con 12(+1), Int 12(+1), Wis 10(+0), Cha 16(+3)
Base Atk +8; CMB +10; CMD 24

feats&traits:
Feats: Point Blank Shot, Precise Shot, Blind Fighting, Weapon Focus Long Bow

Traits:
1.Silent Hunter
Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
2.Armor Expert:
You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0

Skills&Languages:
Skills 32 (4 per level)

Adventuring Skills
Acrobatics +3 (0+3+0+0)
Bluff +3 (0+3+0+0)
Climb +2 (0+2+0+0)
Diplomacy(C) +3 (0+3+0+0)
Disable Device n/a
Disguise +3 (0+3+0+0)
Escape Artist +3 (0+3+0+0)
Fly n/a
Heal (C) +0 (0+0+0+0)
Intimidate +3 (+0+3+0+0)
Knowledge (arcana) n/a
Knowledge (dungeoneering) n/a
Knowledge (local) n/a
Knowledge (nature) n/a
Knowledge (planes) n/a
Knowledge (religion) (C) +12 (8+1+3+0)
Perception +13 (8+0+3+2+0)
Ride (C) +3 (0+3+0+0)
Sense Motive (C) +11 (8+0+3+0)
Spellcraft (C) n/a
Stealth (C) +25 (8+3+3+1+5+5)
Survival +0 (0+0+0+0)
Swim +2 (0+2+0+0)
Use Magic Device n/a

Background Skills 16 (2 per level)
Appraise +1 (0+1+0+0)
Artistry +3 (0+3+0+0)
Craft (C) +1 (0+1+0+0)
Handle Animal (C) n/a
Knowledge (engineering) n/a
Knowledge (geography) n/a
Knowledge (history) n/a
Knowledge (nobility) (C) n/a
Linguistics n/a
Lore (C) +12 (8+1+3+0)
Perform +3 (0+3+0+0)
Profession (C) +11 (8+0+3+0)
Sleight of Hand n/a

Languages Common, Elf, sylvan

money&gear:
33000 gold/9 gold, 20 Silver, 14 copper

Magical gear: MW/+1 Shadow Lamellar Leather Armor (12,960gp), +1 Composite (+2 damage strength bow) longbow (2600gp), +1 Ring of Protection (2,000gp), swarmbane clasp (3,000gp), +1 Longsword (2,315gp), Efficient Quiver (1,800gp), stonemist cloak (3,500gp), Wand of Cure Light Wounds (1d8+1) 50c (750gp), Handy Haversack (2,000gp)
, Wand of Protection From Evil (750gp) 50c, Wand of Lesser Restoration (750gp) 50c., Bloodlink Medallion (-)

Noteworthy gear: MW Handaxe (306gp), silver Holy Symbol (a bow) (25gp), Spell Component Pouch (5gp), Alchemical Grease (5gp), 10 Candlerods (10gp), 3 Sunrods (6gp)

Other Gear: Bedroll (1SP), 2 Belt Pouches (2gp), Blanket (5sp), Canteen (2gp), 20 pieces of chalk (2sp), chalkboard (1gp), Compass (10gp), Cooking Kit [iron pot, iron skillet, ladle, skewer, wood cutting board, cutting knife, iron tripod, seasonings] (10gp), Crowbar [iron] (2gp), Drill (5sp), 2 sets of earplugs (6cp), Flint & Steel (1gp), Gear Maintenance Kit [Metal Polish, Small File, Leather Paring Knife, Leather Conditioning Oil, 2 Soft Cloths, Extra Leather Straps, Sewing Needle, Thread, A Few Buttons] (5gp), 2 Grapple Arrows (2gp), Grappling Hook (1gp), Grooming Kit [Comb, Scissors, Nail File, Sponge, Hair rush, Mini Mirror, Soap, Chewing Stick, Tooth Powder] (1gp), Hammer (5sp), 10 Iron Spikes (5sp), Mess Kit [Wooden Plate, Bowl, Cup, Fork, Knife, Spoon] (2sp), 10 Flasks of Oil (1gp), 10 Pitons (1gp), Shovel (2gp), 50' silk Rope (10gp), 3 Weapon Cords (3sp),Drow outfit black and gray shirt and pants, supple boots, soft gloves and vest. (free), 10 Days of Elf Trail Rations (20gp), 2 Waterskins (2gp), 95 arrows (10 gold)

tracking expendables:
10 candle rods, 3 sunrods, 1 alchemical grease, wand of protection from evil 50c, wand of cure light wounds 50c, wand of lesser restoration 50c, 10 days elven trail rations

gear left behind:
Explorers Outfit [Sturdy Boots, Leather Breeches, Belt, Green Shirt, Brown Vest, Gloves], Parables of Erastil (25gp), Bullseye Lantern (12gp). 2 vials of Ink with 2 Quills (16gp), Journal (10gp),

Encumbrance:
: light- 0to66 lbs/Medium-67to133 lbs/Heavy- 134-200 lbs
Current: 64 lbs
Worn/carried: +1 Shadow Lamellar Leather (25lbs), +1 Composite [+2 st damage] longbow (3lbs), Ring of Protection (-), Swarmbane Clasp (.5lb), +1 Longsword (4lbs), Efficient Quiver (2lbs), Stonemist Cloak (1lb), 3 Wands (-), Handy Haversack (5lbs), MW Handaxe (3lbs), 2 Belt Pouches (1lb), Canteen (1lb), Compass [RBP] (.5lb), Silver Holy Symbol (1lb), Spell Component Pouch (2lbs), Explorers Outfit (8lbs), Alchemical Grease [RBP] (1lb), 35 arrows (6lbs).Chalk [20 pieces LBP] (-),Earplugs x2 [LBP] (-), Flint and Steel [LBP] (1lb] 3 weapon cords. [1 connecting each weapon to belt] (-), Bloodlink Medallion

Efficient Quiver
-Arrows(9lbs worth) [60 arrows or likeness]:60 Arrows (9lbs)
-Javelins (36lbs worth) [18 Javins or likeness]:Bedroll (5lbs), Blanket (3lbs), Crowbar (5lbs),
2 Grappling Hook Arrows (1lb),
-Bows (18lbs worth) [6 bows or likeness]: Shovel (8lbs)
Handy Haversack
Left pouch (20lbs):10 Iron Spikes (10lbs), 10 Pitons (5lbs), 3 Sunrods (3lbs)
Right pouch (20lbs):10 days of Elf Trail Rations (10lbs), 10 Candlerods (10lbs)
Central sack(80lbs):, Cooking Kit (16lbs), Drill (1lb), Gear Maintenance Kit (2lbs), Grappling Hook (4lbs), Grooming Kit(2lbs), Hammer (2lbs), Mess Kit (1lb), 10 Flasks of Oil (10 lbs), 50' of Silk Rope (5lbs), 2 gallon Water skins (8lbs),

Racial Abilities:
:
+2 Dexterity, +2 Charisma, –2 Wisdom: Wood Elves are nimble, and more social than their kindred. but they are more trusting as well.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Vigilance:
Source Legacy of the First World pg. 12
Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Proficient with Simple and Martial Weapons
Proficient with all armor and shield except tower shield
Darkvision: The character gains darkvision out to 120 feet.
• Immunity: The character gains immunity to sleep effects.
• Weapon proficiency: The character becomes proficient with the hand crossbow, the rapier, and the short sword.
• Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the character for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
• Spell Resistance: The character gains spell resistance equal to 6 + class levels.
• SLA: You may cast each of the following spells once per day as spell-like abilities: dancing lights, darkness, and faerie fire.
• You can speak and understand Drow* language.
• Your alignment registers as chaotic evil for the purposes of spells like detect chaos and detect evil.

Class Abilities:
Aura of Law/Good: Strong
Detect Evil-60' as move action.
Divine Grace: +2 to Saves
Smite Evil (3xd) +3 hit/+8 damage. vs Evil Outsider/Dragon/Undead first attack +2/+16. Bypass DR. +3 to Paladins deflection bonus to AC
Lay on Hands 6xday. 4d6 healing. as standard action. Can damage undead instead by touch attack no save.
Aura of Courage-Immune to fear and within 10' allies get +4 saves vs fear effects.
Divine Health-Immune to all diseases including Magical ones and Mummy Rot
Mercy: 3rd-Sickened. When Laying on Hands also removes sickened condition.6th-Diseased
Channel Positive Energy: 30' burst 4d6 healing uses two lay on hands uses. Can damage undead instead. DC15 will to halve damage.
Divine Bond-Can enhance weapon. Sheds light as torch, Gets +2 Enhancement Bonus (next bonus at 11th) for 8 minutes
Melee weapons/ranged weapons
+1 weapon becomes +2 Defending (Boosts AC)
+1 Weapon becomes +2 Flaming (+1d6 fire damage)
+1 Edged/Piercing becomes +2 Keen (doubles crit threat range)
+1 Weapon becomes +2 Merciful (adds 1d6 to damage but all damage Non-Lethal)

Can Make Magic Weapon Axiomatic (Law Aligned-+2d6 vs Chaos):2 enhancement bonus'
Can Make Magic Weapon Disrupting (Destroys undead dc 14 will):2 EB
Can Make Magic Weapon Flaming Burst (1d6 Fire and on crit another 1d10):2EB
Cam Make Magic Weapon Holy (Good Aligned-+2d6 vs Evil):2 EB
Cant use yet-Brilliant Weapon. (5 EB), Speed (3 EB)

Aura of Resolve-Immune to Charms. Allies gain +4 save within 10'