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About Velath Tel'quessirAppearance:
: 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 -------------------- Defense -------------------- 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
+1 Longsword +11/+6 1d8+3
Special Attacks smite evil 3/3 day bypass DR
Spell Casting Concentration:+11
(2)1st Level: Divine Favor, Endure Elements (2)2nd Level: Blinding Light, Arrow of Law --------------------
feats&traits:
Feats: Point Blank Shot, Precise Shot, Blind Fighting, Weapon Focus Long Bow
Traits:
Skills&Languages:
Skills 32 (4 per level)
Adventuring Skills
Background Skills 16 (2 per level)
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)
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
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'
Aura of Resolve-Immune to Charms. Allies gain +4 save within 10' |