Telandia Edasseril

Veltariel Mendrasti's page

489 posts. Alias of Thron.


Race

Reference Image

Classes/Levels

Elf Ranger 2/Brawler 1| AC 18 FF 14 T 14| HP 12/22| F +5 R +9 W +1| Init +4| Percep +9

Buffs:
None

About Veltariel Mendrasti

Tracking:
Martial Flexibility: 3/4

Durable Regular Arrows: 20/20
Durable Cold Iron Arrows: 20/20
Durable Alchemical Silver Arrows: 20/20

Alchemists Fire: 3

Veltariel Mendrasti
Female Elf
Ranger 2, Brawler 1
Age 116
CG Medium Humanoid (Elf)
Init +4; Perception +9
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DEFENSE
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AC 18, Touch 14, Flat-footed 14 (+4 Dex, +4 Armor)
HP 22 (3d10 + 0 Con/Level)
Fort +5, Ref +9, Will +1

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OFFENSE
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Speed 30 ft.
Melee: Shortsword +5 (1d6+2, 19-20 x2), Spiked Gauntlet +5 (1d4+2, x2), Dagger +5 (1d4+2, 19-20 x2), Unarmed Strike +5 (1d6+2, x2)
Ranged: Mwk Comp. Longbow +8 (1d8, x3) 110 ft.
Space 5 ft., Reach 5 ft.
Attack of Opportunity: [dice=AoO]1d20 + 5[/dice], Damage: [dice=AoO Damage]1d6 + 2[/dice]
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SPECIAL ABILITIES
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Favored Enemy: Humanoid (Human) +2

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).
The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

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.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

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.


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STATISTICS
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Str 14, Dex 18, Con 10, Int 14, Wis 13, Cha 8
Base Atk +3; CMB +5; CMD 19

Traits:
Vagabond Child (Urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device , Escape Artist , or Sleight of Hand . You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

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
of the following benefits to represent the techniques you learned from your time at the Serpent’s Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were –1 lower.

Feats:
1) Point Blank Shot
2) Precise Shot
3) Rapid Shot

Skills: 11/level (6 Ranger + 2 Int, + 2 Background, + 1 Favored) + 8/Brawler
Perception +9 (3 Ranks, 1 Wis, 3 Class, 2 Racial)
Disable Device +13 (3 Ranks, 4 Dex, 3 Class, 2 MWK Tools, 1 Trait)
Survival +6 (2 Ranks, 1 Wis, 3 Class)
Climb +10 (3 Ranks, 2 Str, 3 Class, 2 Competence)
*Handle Animal +4 (2 Ranks, -1 Cha, 3 Class)
Knowledge (Nature) +6 (1 Ranks, 2 Int, 3 Class)
Stealth +12 (3 Ranks, 4 Dex, 3 Class, 2 Competence)
Acrobatics +13 (3 Ranks, 4 Dex, 3 Class, 1 Trait, 2 Competence)
*Craft (Bows) +8 (3 Ranks, 2 Int, 3 Class)
*Craft (Armor) +6 (1 Ranks, 2 Int, 3 Class)
*Profession (Cook) +6 (2 Ranks, 1 Wis, 3 Class)
Heal +5 (1 Ranks, 1 Wis, 3 Class)
Sense Motive +2 (1 Ranks, 1 Wis)
Diplomacy +0 (1 Ranks, -1 Cha)
Bluff +0 (1 Ranks, -1 Cha)

Racial Modifiers: +2 Dex, +2 Int, -2 Con
Languages: Elven, Common (Taldane), Sylvan, Orc

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GEAR/POSSESSIONS
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Location: On Person
Masterwork Compound Longbow
-Durable Arrows (20)
-Durable Cold Iron Arrows (20)
-Durable Alchemical Silver Arrows (20)
Shortsword
Spiked Gauntlet
Dagger
MW Chain Shirt
Cat Burglar’s Boots
—MW Thieves Tools
Explorer’s Outfit
Ranger’s Kit
-Backpack
—Bedroll
—Blanket
—Flint and Steel
—Iron Pot
—Mess Kit
—Silk Rope 50’
—Torches (10)
—Elven Rations (5)
—Waterskin
—Materials to make 2 more quivers of Arrows.
-Belt Pouch
—Coin
Alchemists Fire: 3

Carrying Capacity Light: (0-58 lbs.) Medium: (59-116 lbs.) Heavy: (117-175 lbs.)
Money: 1,256 GP, 55 SP, 14 CP
Total Weight: 85.5 lbs.
Combat Weight: 58 lbs.
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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