Kwava

Zyrel's page

429 posts. Alias of Harakani.


Race

HP 22 | AC 16 | Prescience 8/9

About Zyrel

Memorised Spells (CL 1; concentration 4)
At will—Prestidigitation, Dancing Lights, Message, Detect Magic
1/day—True Strike(divination), Mage Armor, Keep Watch, Keep Watch
2/day—Sense Vitals BLANK

Concept: A pillar of the age of Heroes trying to move to the next age.
Very long ranged archer. Decent damage. Magical backup. “Perfect Soldier”.
Zyrel has a lot of the capabilities one would expect from a modern sniper, despite that he looks more like Legolas. I am interested in playing through the adoption of firearms.

Personality
Zyrel sees anyone under a hundred as a child, or at best a teen.
Zyrel is caring to those who need help. He is merciless to those who betray.
Zyrel is patient, determined to do something right the first time. Time should never be an issue.
Zyrel has a fear - that he keeps to himself - that unless the Elves do something right now, they will be left behind. This has a personal dimension, in that he is very proud of his ability as a sniper.
Zyrel is proud to the point of hubris of everything Elven.

Goals
Convince Kyonin to start embracing modern firearms as an alternative to bows
Acquire one of the “new guns” (an Advanced Firearm)
Find out what State of the Art is
Show off Elven Superiority
Look after “the kids”
Rebuild his weapons so he’s not stuck using his practice gear (his actual gear being owned by the crown)

Background

For tens of thousands of years Avistan was in equilibrium. Even in a life as long as an elf’s, nothing really changed. The names of kingdoms might change, and new heroes - and villains - arose, but fundamentally life remained the same almost since the Elves returned to Kyonin.

Zyrel last walked the world during the height of the Age of Heroes, when a plucky group of unlikely heroes sought to stop the resurgence of a runelord. Zyrel was only an apprentice bowyer and archer at the time, but heard the call to arms and joined a ragtag human army to help stop the anticipated horde of darkness. He ended up staying with the army for almost three years before he returned to Kyonin. A dwarven gunsmith started as a rival, became a comrade, and eventually a friend.

Zyrel threw himself into his studies and career in Kyonin. He learned the blade - how to make them, how to use them. He studied healing. Undertook an apprenticeship in wizardry There he finished his study of the bow. He spent a decade learning the various sword forms, then learned to craft them. He studied healing, tactics, nature, wizardry and the arts of divination. Finally he passed the test to join the Wardens - three arrows in a bull’s eye from a thousand feet - and became a member of one of the most elite units in the world, sworn to keep the closed boundaries of Kyonin closed.

Three decades later his troop suffered serious damage when a group of Kalistrade merchant guards tried to push through into Kyonin. The merchants used guns - much like Zyrel’s old friend - but these were nothing like what Zyrel had seen. Newly come from Alkenstar they were a clockwork that fired metal cartridges. Their rate of fire equalled a bow. Their range was as good as any shortbow. At four hundred feet they could punch through a tree trunk. Worst, one of them had some sort of experiment, a weapon with a magically silenced barrel and a spyglass inset that could almost outrange Zyrel.

Despite the message he sent with the rifles, despite the subsequent messages, the government seemed complacent. Finally a message arrived stating that well trained archers were still better, and to stop causing trouble.

Zyrel was a trained wizard of Foresight. A predictor. The issue, Zyrel knew, was not that these guns were superior. The issue was that in less than two centuries this weapon had gone from a hollow tube that exploded as often as it worked to something to rival Elves. Where would it be in another two centuries?

Unable to get any official support, Zyrel took leave and left Kyonin. Somehow he hopes that if he can acquire, and master the new weapons, he might be able to return and shake the complacency from the Kyonin government before some army of repeating rifle orcs comes to burn down the forest.

He has headed towards Alkenstar. He’s gotten to Absalom and his savings have pretty much run out. At this point he is looking for transport, and for money, and this job has both.

Changes for level 5
+1 unchained rogue
+4hp
+2 ref
ABP: Deflection +1
Feat: Accomplished Sneak Attack
Suradesh feat: Point Blank Shot
Finesse Training
Sneak Attack +1d6
Trapfinding
Skills +11 (and new class skills)
Disable Device +4
Knowledge: Arcana +3
Escape Artist +4
Backgrounds
Know: Engineer +1
Sleight of Hand +1

Changes for level 4
+1 Wizard
+1 Dex
+3hp
+1 fort/ref
+1 2nd level spell/day
+2 spells known (sense vitals, mark of blood)
FC: + school use
Weapon Attunement +1
Armor Attunement +1
Skills +5
Perception +1 Stealth +1 Acrobatics +2 Spellcraft +1
Backgrounds +2
Profession: Soldier +1
Know: History +1

Changes for level 3
+1 Wizard
+1 BAB
+1 Will
+d6-1 HP
+5 skill ranks +2 background ranks
Favored Class: Wizard, Arcane Power Option
+1 1st level spell/day
+1 0th level spell/day
+2 spells memorised

Zyrel
NG Medium Humanoid (Elf)
Slayer (Sniper) 1 Wizard 3 Rogue (Unchained) 1
Init +8 (+2 trait, +5 Dex, +wiz/2); Senses Low light; Perception +12 (20)
----- Defense -----
AC 15/19 (+5 Dex OR +4 Dex +5 armor)
hp 22 (1d10+3d6-4+1d8-1)
Fort +3 (+1 wiz, +2 sla, -1 con, +1 resist), Ref +11 (+1 wiz, +2 sla, +2 rog, +5 dex, +1 resist), Will +5 (+3 wiz, +0 sla, +1 wis, +1 resist)
Defensive Abilities +2 vs Enchantments; Immune Sleep;
----- Offense -----
Speed 30ft.
Melee Branched Spear +7 (1d8 20/x3) Reach Brace
Melee Elven Curved Sword +7 (1d10 18-20/x2)
Ranged +1 Bow +8 (1d8+3 20/x3)
Ranged Rifle +3 (1d12+0 20/x4)
Space 5ft.; Reach 5ft.
----- Statistics -----
Str 14, Dex 20, Con 9, Int 17, Wis 13, Cha 11
Base Atk +2; CMB +4 ; CMD 18
Feats Eagle Eyes, Scribe Scroll, Eagle Eyed
Skills see Skills Breakdown, below
Traits Warrior of Old (Race), Bloodthirsty (Combat), Precise Treatment (Magic), Condescending (Drawback)
Languages Common, Elven, Draconic, Orc, Sylvan, Lipreading
----- Special Abilities -----
Favoured Class: Wizard x3 (Arcane power option)
Arcane Bond: Familiar Glaux the Owl
Arcane School: Divination Loses Evocation and Necromancy
Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (Su) 9/day: At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Low-Light Vision (Ex): Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Silent Hunter:Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial 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.
Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Eagle Eyes You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most.
Eagle Eyed only -1 per 50ft (light) or 20ft (dim) for sight perception.
Accuracy (Ex) At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Accomplished Sneak Attacker Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).
Masterwork Survival Kit A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
----- Skills-----
Total Ranks: 35+10 background
Perception +12(20) (4 ranks +1 wis +3 trained +2 racial +2 alertness)
..Avoid 5 points of range penalty for sight
..+3 vs sight at night thanks to familiar
.. +1 to spot traps
Stealth +12 (4 ranks +5 dex +3 trained)
..+2 if wearing his stealth gear
..Silent Runner makes moving while stealthed faster
Survival +5 (1 rank +1 wis +3 trained)
Heal+11 (+14) (3 rank +3 int +3 trained +1 trait) (+3 circumstance for treat deadly wounds]
Acrobatics +12 (4 rank +5 dex +3 trained)
Climb +6 (1 rank +2 str +3 trained)
Swim +6 (1 rank +2 str +3 trained)
Spellcraft +8 (2 rank +3 int +3 trained)
Knowledge: Nature +7 (1 rank +3 int +3 trained)
Knowledge: Engineering +7 (1 background +3 int +3 trained)
Knowledge: Arcana +10 (4 rank +3 int +3 trained)
Knowledge: Planes +7 (1 rank +3 int +3 trained)
Knowledge: History +8 (2 background +3 int +3 trained)
Linguistics: Lip Reading +7 (1 rank +3 int +3 trained)
Craft: Weaponsmith +7 (1 background +3 int +3 trained)
Craft: Bowyer +7 (1 background +3 int +3 trained)
Disable Device +12 (4 ranks +5 dex +3 trained) (+1 vs traps)
Escape Artist +12 (4 ranks +5 dex +3 trained)
Profession: Soldier +8 (4 background +1 wis +3 trained)
Sleight of Hand +9 (1 background +5 dex +3 trained)
Sense Motive (0 ranks +1 wis +2 alertness)
----- Spellbook -----
Keep Watch (2 people)
True Strike (Div)
Blend
Mage Armor
Crafter’s Blessing
Heightened Awareness (Div)
Endure Elements
Gravity Bow
Expeditious Retreat
Urban Grace
Featherfall
Sense Vitals (2D)
Mark of Blood (2T)

----- Equipment -----
LIGHT (to 58)
10 80 Curved Blade
2 50 Shinobi shozoku (Camo clothing)
3 Composite Longbow (Str 14) [enhanced]
5 Clothes
3 Cold Iron Arrows x20
6 Flight Arrows x40 (+20 ft range, d6 dam)
3 Spellbook
0 Additional Spell x3
7 Branched Spear
? Scroll of Keep Watch (1) Scroll of Endure Elements (4) Blend (1) Heightened Awareness (3) True Strike (3)
4 Dusk Lantern
2 Spell Component Pouch
3 Incendiary Arrow ( pt) x20
3 Silversheen Arrow x20
.5 grappling arrow
Pouch with 1540gp
Badge
52.5 lbs of 58 lbs

MEDIUM (designed to be dropped quickly with backpack and coat) (to 133)
12 Rifle
20 Armoured Coat [Enhanced]
?? 50 Rounds
3 Arrows x20
5 Survival Kit, Masterwork
20 Elven Trail Rations x20
5 Surgeon’s Tools
2 Boline
2 Grooming kit
4 backpack, masterwork
5 rope, silk, 50ft
78 lbs (130.5 lbs)

Stowed
2 Gunsmith’s Kit
10 Artisan's Tools x2
5 1 bedroll
10 Rations x20

---Bought later---
https://paizo.com/campaigns/TwilightOfTheHeroicAge/discussion&page=4#15 8
+4250 Pay
-1550 Rifle parts
-860 100 round parts
-15 Gunsmith kit
-250 for scrolls:Expeditious Retreat x2, Blend, Heightened Awareness, Endure Element x3, True Strike x3
-Lost some arrows, a few healing kit charges, and a scroll of expeditious retreat
+30 Rations (60gp, 30 lbs)
+20 Arrows (2, 6 lbs)

+4000 pay
- scroll: Expeditious Retreat

Need: thieves tools, scroll of expeditious retreat, Muleback Cords (1000) Thieves tools (100gp, 2lbs) Cards (1 gp), Marked Cards (1gp) Wrist Sheath (Spring loaded) x2 (10gp) WuShu dart x20 (4gp, 2lbs, d3)
---

-1 True strike scroll & 2 incendiary arrows against the mutants

liquid freeze (60), drought powder (50), 20 elven trail rations (40).
Barrel of water (2).