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About Veltariel MendrastiTracking:
Martial Flexibility: 4/4
Haste: 1/1 Durable Regular Arrows: 20/20
Spells:
Ranger Spells:
Alchemists Fire: 3 Veltariel Mendrasti
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Racial:
+2 Dexterity , +2 Intelligence , –2 Constitution : Elves are nimble, both in body and mind, but their form is frail.
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. See Additional Rules . Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus againstenchantment spells and effects. Eternal Grudge: Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. This racial trait replaces elven magic. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Class:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
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 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. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Brawler's Cunning (Ex): If the brawler's Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day).
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist. Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that modify either manufactured weapons or natural weapons. Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. Tinkering (Ex): Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks. Bloodline Familiar: This ability replaces his bonus Eschew Materials feat. Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline. This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on. GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below. Arcane—Spell Catalyst (Su): Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level. Hunter's Bond (Ex) : At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. -------------------- STATISTICS -------------------- Str 14, Dex 18, Con 10, Int 14, Wis 13, Cha 9 Base Atk +5; CMB +7; CMD 21 Traits:
Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you. Serpent Runner: You’ve participated in the mock gladiatorial battles and athletic feats at the Serpent’s Run, Magnimar’s grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you’ve pledged your arms and skill to the local Pathfinder lodge. Choose one
Feats:
Skills: 11/level (6 Ranger + 2 Int, + 2 Background, + 1 Favored) + 8/Brawler + 6 Sorcerer
Racial Modifiers: +2 Dex, +2 Int, -2 Con
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Carrying Capacity Light: (0-58 lbs.) Medium: (59-116 lbs.) Heavy: (117-175 lbs.)
Background:
Veltariel lived her entire youth bathed in the glory of Iadara. She spent the first few decades of her youth as most elves in the capital, days of study in different arts, training with the weapons of their people, and learning to live as one in harmony with their surroundings. She was a very happy youth, always smiling, laughing, and full of life.
In her formative, rambunctious years of young adulthood, her seventies and eighties, she was courted by several of the men and women in the city. However, one stood out above all the rest. A class mate of hers in her fencing classes by the name of Aldruneas. They were near equals in class, and their friendly rivalry gradually grew to something more. By the time they were both in their early nineties, it was widely known that the two had eyes only for each other. When she reached her adulthood at her eleventh decade, the engagement of Aldruneas and Veltariel was announced. They agreed to have a short Elven engagement, limiting it to just a decade. They were both accepted into the Kyonin Vanguard, the Emerald Dragons, and stationed to help protect the eastern border from trespassers from the various human city-states in the riverlands beyond the forest. It was generally one of more peaceful assignments, as most of the humans realized it was folly to intrude on Elven lands. Five years later, word reached their squad that a band of bandits had crossed the river and crossing the lowlands north of Lethaquel. The Dragons began moving out, and intercepted them shortly after they crossed into the Fierani. Their captain gave them the chance to surrender peacefully and return to their lands, after surrendering their weapons. Instead, the bandits attacked. A brief skirmish broke out, eventually resulting in the bandits being forced to retreat. As the squad regrouped, Veltariel was frightened to learn that Aldruneas was missing! The squad searched the battlefield, and eventually someone called out for a healer. Veltariel sprinted through the forest to where he lay, an arrow protruding through his throat! She knelt beside him and tried to comfort him, calm him to slow his heart from pumping his blood from his body. But they arrived too late, his eyes lost all life as they looked directly into Veltariel’s. Her grief was intense. She felt as if her heart had been ripped from her chest. After several minutes of wailing (or was it hours?), her sadness turned to hate. Her desperation, resolve. She gave his lips one final kiss, his blood smearing across her face like war paint, before she stood and clenched her bow tightly before breaking the fletching half of the arrow that killed her betrothed off. She stood and began walking in the direction the humans fled. Her Captain ordered her to stand down, but she refused. She left despite his repeated orders to stop, and tracked the men back into the open country. The fools made camped in a field of tall grass. Veltariel was able to stalk them with ease as they were in plain sight of their campfire. She picked them off one by one, until they surrendered. She took their weapons and bound them, before she began comparing their arrows to the one that killed Aldruneas. When she found the matching set, she killed the rest of the men...save for that one... His head was found spiked to a pike above the bodies of his comrades. His arms (minus the fingers) were found on different farms outside of Pitax. His legs (minus the toes) were found in Daggermark. His heart was sent to Mivon, and his eyes to Tymon. His torso was found in Sevenarches, the words “For Aldruneas” carved into his chest. When she returned from her weeks long enterprise, she was immediately detained and ultimately cast out of Elven lands. She would have rather died. She considered taking her own life on several occasions, and came close more than once, but always was stopped by a feeling that Aldruneas would be disappointed by that. So instead, she was forced to endure a life on the move surrounded by a people and culture she loathed with every fiber of her being...
Personality:
Veltariel’s experiences in life have turned a once cheerful, loving defender of life into a steely weapon of vengeance against any who would threaten to harm elves. The loss of her first love has broken something inside her, and who knows if it can ever be mended.
With her own kind, she is friendly but short, and steadfast in justifying her nature. With non-elves, she is short tempered and judgmental. With humans...she can be downright nasty...a harsh life in a world dominated in number by their short-lived kind.
Description:
Ht: 5' 10" Wt: 108 lbs Age: 116 Hair: Blonde Eyes: Emerald Green Skin: White Rejhara Klo:
N Tiny animal (Fierani Hawk)
Init +3; Senses low-light vision; Perception +14 DEFENSE AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural Armor)
OFFENSE Speed 10 ft., fly 60 ft. (average)
STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
SPECIAL ABILITIES Familiar
Improved Evasion
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