Rogue

Virro Intallanysiian's page

51 posts. Alias of Trigger Loaded.


Race

| HP 4/9 | AC 15 (12 Touch, 13 Flat-footed) | CMB +1, CMD 13 | Fort. +4, Ref. +2, Will +4 | Init. +2 | Perc. +5

Classes/Levels

| Speed 30ft | Spells: 1st 2+1/2+1, | Active conditions: +2 Atk/Dmg

Gender

N Male Elf Druid 1

About Virro Intallanysiian

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Statblock
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Virro Intallanysiian
N Male Elf Druid 1
Init +2; Perception +5
STR: 13 (+1)
DEX: 15 (+2)
CON: 12 (+1)
INT: 14 (+2)
WIS: 15 (+2)
CHA: 10 (0)

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Defense
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AC 15, touch 12, flat-footed 13
HP: 9 (1D8)
Fort: 2B+2S = +4
Ref: 0B+2S = +2
Will: 2B+2S = +4
+2 vs. Enchantment spells and effects

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Offense
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Speed 30 ft
Melee: Longsword +1, 1d8+1

Ranged: Shortbow +2, 1d6

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Statistics
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Base Atk +0; CMB +1; CMD 13

Feats:
Endurance: +4 to various endurance checks. May sleep in medium armour without being fatigued.

Traits:
Reckless: +1 to Acrobatics, Acrobatics is a class skill
Nature Worshipper: +1 trait on Saving throws vs. Death effects and Negative Energy effects.

Skills:
Acrobatics: 1B+2S+1Tr+3C = +7
Heal: 1B+2S+3C = +6
Knowledge (Nature): 1B+2S+3C+2Sp = +8
Perception: 1B+2S+2R = +5
Spellcraft: 1B+2S+3C = +6
Survival: 1B+2S+3C+2Sp = +8
Swim: 1B+1S+3C = +5

Background Skills:
Handle Animal: 1B+3C = +4
Knowledge (Geography): 1B+2S+3C = +6

Languages:
Common, Elven, Sylvan, Druidic

Weapon and Armour Proficiencies:
All natural attacks, club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, shortbow, longbow, rapier, longsword, all Elven Weapons.
Light Armour, Medium armour, small and large shields. (Cannot wear metal armour or use metal shields.)

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Special Abilities
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Racial:
Low-Light Vision: See twice as far as humans in dim light.
Elven Immunities: Immune to magical sleep, +2 bonus on saving throws vs. enchantment spells and effects.
Elven Magic: +2 to penetrate Spell Resistance, +2 Spellcraft to identify magic items
Keen Senses: +2 Racial on Perception

Nature Bond: Earth domain.
-Acid Dart: Standard (30 ft. ranged touch) - 1D6+1/2 druid levels. 3+Wis. Mod/day
Spells: 1: Magic Stone

Nature Sense: +2 to Knowledge (Nature) and Survival.

Wild Empathy: Attempt Diplomacy-like checks to improve animal attitudes. 1d20+druid level+Cha. Mod.

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Spells
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Spells per level
0th - 3
1st - 2+1

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Background
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Rue has very few verdant forests filled with life. What woodlands there are tend to be twisted brambles, fetid swamps, or just a scattering of sickly, stunted trees. In a couple of these forests, some Elven clans still cling to life, following the old ways.

Virro was raised in one of these Elven villages, and taught the ways of the wild, how to channel and wield the power of nature. Even with the slow decay of the planet, Virro was taught how important it was to preserve and cherish nature.

These beliefs went out the proverbial window when, during a training exercise, Virro's mentor was attacked and slaughtered by one of the numerous vicious beasts that stalk the wildlands. The beast then proceeded to tear through the village, killing and destroying. Virro was only able to survive through running away, abandoning his fellow villagers to the monster.

At that point, what optimism Virro had drained away. What was the point of protecting and preserving nature when nature didn't seem to care about him at all? He could work hard to try and restore health to the land, only to see a storm or a monster destroy years worth of work in an instant. What's worse, his long elven years meant he'd get to watch the slow, steady decay of the planet, and perhaps even be around for the final death rattle.

Virro eventually made his way to one of the few remaining cities in the world. With nothing much else worth living for, he did odd jobs with his little magical talents, in exchange for money to drown his sorrows in ale and spirits.

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Description & Personality
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Virro's once delicate elven features have been marred by his debauched lifestyle. His once-ivory hair is grey and greasy, and his once angular, delicate nose is red and swollen. A large, jagged scar is drawn across and down the left side of his face, from his forehead to under his ear. He is obviously a mess, with his clothes and armour stained and unkempt.

Virro spends his time either working, drunk, or recovering from a hangover. He's bitter and resigned, feeling betrayed by the nature he was once sworn to protect. He still has a sense of duty and honour, and despite wanting to drink his life away, he will complete a task he has been assigned to the best of his abilities.

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Gear
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Backpack, bedroll, waterskin, spell component pouch

Longsword
Dagger
Shortbow
-10 arrows
Club

Leather armour
Small wooden shield

Gold: 0.9

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Magical Items
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Other/Consumables:

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Notes:
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Current Spells:
0: Create Water, Spark, Guidance
1: CLW, Entangle, Magic Stone