Zstelian Karela's page

1,603 posts. Alias of Feral.


Classes/Levels

Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Gender

Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*

About Zstelian Karela

Zstelian
Human (varisian) ranger (falconer, infiltrator, skirmisher) 10/warpriest of Desna 3
NG Medium humanoid (human)
Init +5; Senses Perception +22
--------------------
Defense
--------------------
AC 29, touch 17, flat-footed 24 (+10 armor, +2 deflection, +5 Dex, +2 shield)
hp 115
Fort +14, Ref +13, Will +12
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 animal-bane dagger +20/+15/+10 (1d4+8/19-20 plus 2d6 vs. Animal) or
. . +1 holy scimitar +21/+16/+11 (1d6+8/18-20 plus 2d6 vs. evil)
Special Attacks blessings 4/day, combat style (two-weapon combat), favored enemies (animals +4, evil outsiders +4, humans +2), fervor 3/day (1d6), sacred weapon (1d6, 0)
Warpriest Spells Prepared (CL 3rd; concentration +5)
. . 1st—divine favor (4)
. . 0 (at will)—detect magic, detect poison, guidance, light
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 15, Int 11, Wis 15, Cha 13
Base Atk +12; CMB +19; CMD 35
Feats Alertness, Blind-fight, Boon Companion, Double Slice, Dual Enhancement[ACG], Eldritch Heritage[UM], Endurance, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Quick Draw, Skill Focus (Knowledge [nature]), Two-weapon Fighting, Weapon Focus (scimitar)
Traits fate's favored, for family honor
Skills Acrobatics +6, Climb +10, Handle Animal +9, Knowledge (arcana) +8, Knowledge (nature) +20, Knowledge (planes) +5, Perception +22, Sense Motive +24, Spellcraft +13, Stealth +7, Survival +13, Swim +10; Racial Modifiers +2 Sense Motive
Languages Common, Varisian
SQ adaptation, adaptations (adaptation: climb 15', adaptation: natural armor + 2, adaptation: skill focus [any one skill]), blessings (liberation: freedom's shout, liberation, travel: agile feet, dimensional hop), bloodline arcana (+1 DC for metamagic spells that increase spell level), hunter's tricks, hunter's tricks (hunter's trick [bolster companion], hunter's trick [sic 'em], hunter's trick [tangling attack]), spiritual guidance, swift tracker, swoop for the kill, track +5, woodland stride
Combat Gear shadow falconer's gloves; Other Gear +4 mithral breastplate, +1 mithral light steel quickdraw shield, +1 animal-bane dagger, +1 holy scimitar, chakram (5), cold iron chakram (6), cold iron dagger (6), dagger (4), silver chakram (6), silver dagger (6), bane baldric, belt of strength/dex +4, boots of speed, ring of protection +2, wings of the gargoyle, backpack, hemp rope (50 ft.), masterwork thieves' tools,
--------------------
Special Abilities
--------------------
Adaptation (100 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Climb 15' (Ex) Gain temporary use of various abilities
Adaptation: Natural Armor + 2 (Ex) Gain temporary use of various abilities
Adaptation: Skill Focus (Any one skill) (Ex) Gain temporary use of various abilities.

Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Agile Feet Swift Action: Ignore difficult terrain for a round.
Liberation Swift Action: Gain Freedom of Movement for a round.

Hunter's Tricks (7/day) (Ex) Various tricks.
Hunter's Trick (Bolster Companion) (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the
Hunter's Trick (Sic 'Em) (Ex) The ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the ranger to make this attack.
Hunter's Trick (Tangling Attack) (Ex) The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Kayle:

Hawk (totem guide)
N Small animal
Init +4; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 22 (+2 armor, +4 Dex, +1 dodge, +9 natural, +1 size)
hp 82 (+33)
Fort +9, Ref +11, Will +5
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +15 (1d4+5), 2 talons +15 (1d4+5)
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 14, Int 2, Wis 14, Cha 6
Base Atk +8; CMB +12; CMD 27
Feats Dodge, Eldritch Claws[B, APG], Flyby Attack, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (talon)
Tricks Attack, Attack, Attack Any Target, Defend, Distract, Down, Guard, Guarding, Hunt, Roam, Seek, Swooping Charge
Skills Acrobatics +4 (-4 to jump), Fly +6, Perception +16
Languages beast speech
SQ attack any target, distract, guarding, hunt, roam, seek, swooping charge
Other Gear bracers of armor +2
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Beast Speech (Ex) At 6th level, a totem guide can speak with its master as though the two shared a common language, and it can speak with other animals of its species (or, at the GM's discretion, other creatures with similar types). This ability replaces devotion.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Guarding [Trick] The animal has been trained for guard duty.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Spiritual Guidance (Sp) At 3rd level, a totem guide can use guidance as a spell-like ability at will as a full-round action, targeting itself or its master. In addition, a totem guide's master can spontaneously cast the following spells while adjacent to the totem gu
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may h

Tosh:

Mongoose (mauler)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +17
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 19 (+2 Dex, +7 natural, +2 size)
hp 57 (1d8)
Fort +10, Ref +10, Will +7
DR 5/magic
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +16 (1d3)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +12; CMB +12; CMD 22 (26 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +16 (+12 to jump), Climb +14, Escape Artist +3, Handle Animal +2, Perception +17, Sense Motive +14, Spellcraft +8, Stealth +18, Survival +9, Swim +6; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ battle form, bond forged in blood, improved evasion
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Battle Form Str +6, Dex -2 (Su) Your familiar can grow larger at will.
Bond Forged in Blood (Su) Master dropping a foe grants +2 att/dam to both for 1 rnd.
Climbing (20 feet) You have a Climb speed.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Wands

Weaponry
Javelin x1
Daggers x4
Cold Iron Daggers x6
Silver Daggers x6
Chakram x5
Cold Iron Chakram x6
Silver Chakram x6

Coins and Consumables:

+47gp Leftover Creation Gold
+200 Vault Reward
+250 Parrot Isle
-125 Wand Fund
+1740 Lotus Dragon Dungeon
-125 Wand Fund II
-1000 Cloak of Resist +1
-6 dagger x 6
-375 MW Falchion
+37 Selling Falchion

Total Gold: 643

+2444 split from frogman attack

-2059 +1 Mithril Quickdraw Shield
-6 Chakram x6
-10 spring-loaded wrist sheath x2

Subtotal: 1022

+1000 Cash from Lavinia

Subtotal: 2022

-126 Silver Chakram x6
-12 Cold Iron Chakram x6
-132 Silver Dagger x6
-24 Cold Iron Dagger x6

Subtotal: 1728

+15,521.63 Farshore Payout

-12000 gold Upgrade belt to +4

Attack Block

[dice=Primary Holy Scimitar]1d20+20-2[/dice]
[dice=Damage]1d6+8[/dice]
[dice=Evil?]2d6[/dice]
[dice=Primary Animal-Bane Dagger (+2 vs animals)]1d20+19-2[/dice]
[dice=Damage]1d4+8[/dice]
[dice=Animal?]2d6+2[/dice]

[dice=Iterative Holy Scimitar]1d20+15-2[/dice]
[dice=Damage]1d6+8[/dice]
[dice=Evil?]2d6[/dice]
[dice=Iterative Animal-Bane Dagger (+2 vs animals)]1d20+14-2[/dice]
[dice=Damage]1d4+8[/dice]
[dice=Animal?]2d6+2[/dice]

[dice=Secondary Iterative Holy Scimitar]1d20+10-2[/dice]
[dice=Damage]1d6+8[/dice]
[dice=Evil?]2d6[/dice]
[dice=Secondary Iterative Animal-Bane Dagger (+2 vs animals)]1d20+9-2[/dice]
[dice=Damage]1d4+8[/dice]
[dice=Animal?]2d6+2[/dice]