Kwava

Drake Windfall's page

182 posts. Alias of BloodWolven.


Race

Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10

Classes/Levels

Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Strength 3
Dexterity 5
Constitution 5
Intelligence 5
Wisdom 3
Charisma 7

About Drake Windfall

Description:
he is rather an attractive elf and lean with corded muscles. His short white hair is held in the back with black sticks. His chest is mostly bare allowing all to see the blue tattoos that swirl on his arm. The pants and other equipment appear to be of great quality. Beyond his bow, you don't see any other weapons.

updates:
lesser augment crystal vs. Undead
+1 bow Adaptive

Holy on arrows

+3 bow & greater crystal of true death

Without glimmer Drake.

Drake Windfall

Elven ranger 4, CR 6
NG Medium Sublime humanoid (elf)
Init +9; Senses Perception +10

Defense
AC 22, touch 13, flat-footed 19 (+7 armor, +3 Dex, +2 Natural)
hp 81 (4d10 + Toughness + Constitution + Charisma) (10+8+7+4+4+20+28)

Fast Healing: 7

Fort +9, (Class +4, Con +5 , )
Ref +9, (Class +4, Dex +5, )
Will +4, (Class +1, Wis +3, )

Immune magic aging, disease, positive energy damage
Resist Negative Energy 10, Cold and Electricity resistance 10.

Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40

Offense: Base Atk +4; CMB +7; CMD 22
Speed 40 ft.

Round 2

Rapid shot
[dice=Ranged mwk composite longbow, arrow, FE, DA]1d20 +11+3+2-1-2[/dice]
[dice=damage]1d8+2+2d6+1+2+2[/dice]
[dice=Ranged mwk composite longbow, arrow, FE, DA]1d20 +11+3+2-1-2[/dice]
[dice=damage]1d8+2+2d6+1+2+2[/dice]

---
[dice=Ranged mwk composite longbow, arrow, FE, DA]1d20 +11+3+2-1[/dice]
[dice=damage]1d8+2+2d6+1+2+2[/dice]

Arrow, undead bane
Special Attacks favored enemy (undead +2)
Deadly Aim

[dice=Melee mwk longsword]1d20 +8[/dice]
[dice=damage]1d8+4[/dice] (/19–20) two handed

[dice=Ranged mwk composite longbow]1d20 +11[/dice]
[dice=damage]1d8+2[/dice] (/×3)

[dice=+1 cursed sword with acid assault]1d20+10[/dice]
[dice=damage]1d6+1+3+1d6[/dice]

Special Attacks favored enemy (undead +2)

Ranger Spells Prepared (CL 1st; concentration +2)
1st—longstrider

Tactics
During Combat:
While scouting at night:

Statistics, modifier, starting value, race, level, age, sublime, other
Str 16, (+3), 14, +0, +0, +0, +2
Dex 20, (+5), 16, +2, +1, +0, +2
Con 21, (+5), 15, -2, +0, +0, +8
Int 21, (+5), 12, +2, +0, +3, +4
Wis 16, (+3), 13, +0, +0, +3, +0
Cha 24, (+8), 13, +0, +0, +3, +8

Feats
1 Elf: Run
1:Weapon Focus (composite longbow)
3: Improved Initiative
2 Ranger: combat style: bow:rapid shot
3 Ranger: Endurance

combat options: Deadly Aim, Power Attack, Finesse, Combat Expertise

Adventuring Skills: (6+5)x4=44
Acrobatics +1 (1 rank, +5 dex) (ACP -5)
Bluff +7 (0 rank, +7 cha)
*Climb +2 (4 rank, +3 str, +3 CS) (ACP -5)
Diplomacy +12 (1 rank, +7 cha, +4 sublime)
Disable Device -
Disguise +7 cha
Escape Artist +1 (1 rank, +5 dex) (ACP -5)
Fly -
*Heal +8 (2 rank, +3 Wis, +3 CS)
*Intimidate +11 (1 rank, +7 Cha, +3 CS)
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (local)
*Knowledge (nature) +12 (4 ranks, +5 Int, +3 CS)
Knowledge (planes)
*Knowledge (religion) +12 (4 ranks, +5 Int, +3 CS)
*Perception +10 (4 ranks, +3 Wis, +3 CS)
*Ride +6 (2 ranks, +5 Dex, +3 CS) (ACP -5)
Sense Motive +7 (4 ranks, +3 Wis)
*Spellcraft +12 (4 ranks, +5 Int, +3 CS)
*Stealth +7 (4 ranks, +5 Dex, +3 CS)(ACP -5)
*Survival +11 (3 ranks, +3 Wis, +3 CS, +2 Ranger)
*Swim +5 (4 ranks, +3 Str, +3 CS)(ACP -5)
Use Magic Device

Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Background Skills: (2)x4=8
Appraise
Artistry
*Craft Fletcher +11 (2 ranks, +5 Int, +3cs, +3 mc tools)
*Craft alchemy +11 (2 ranks, +5 Int, +3 cs, +3 mc tools)
*Handle Animal +12 (2 ranks, +7 cha, +3cs)
Knowledge (engineering)
*Knowledge (geography) +10 (2 ranks, +5 Int, +3cs)
Knowledge (history)
Knowledge (nobility)
Linguistics +7 (2 ranks, +5 Int)
Lore
Perform
*Profession
Sleight of Hand

Languages Common, Elven, Necril, Orc, Dwarven, Celestial, Draconic, Goblin, and Sylvan.

SQ favored terrain (forests +2), hunter’s bond (companions), track +2, wild empathy +3

Combat Gear
potion of darkvision,
Sturdy, +1 undead-bane arrows (5), red feathered
Sturdy, +1 undead-bane blunted arrows (5), green feathered
Sturdy, +1 undead-bane slashing arrows (5), blue feathered
alchemist’s fire (2),
antitoxin,
smokesticks (2);

****************
Drake is locked in with a Prisoner's Dungeon ring, 250 gp fused with a Kyton ring, 1,000 gp, which is intelligent... 2k, 1k, 1k, 0.5k
LG, 16 Int, 10 Cha, 10 Wis, telepathy, 30 feet senses,
item can cast guidance at will,
Purpose: defend the elf race, make my wielder into the perfect tool for that purpose.
Emits a green glow at will in order to see in the dark.

Cursed to only be used by a good elf.
6k/20% discount: 4,800
Ego score of 7... vs.
Languages: Common, Elven, Draconic, Sylvan.

DM notes:
Defeat/slay diametrically opposed alignment (NE), +2 ego
+1 short sword, 2,300 gp, +1 ego
NG,
6000 gp, Int 16, Cha 16, Wis 16, +9 ego
1000 gp, telepathy, +1 ego
30 feet senses
Item can cast a 1st-level spell 3/day, true strike, 1,200 gp, +1 ego
Item can detect any special purpose foes within 60 feet, 10k, +1 ego
Ready to kill some undead!!!
I need the extra energy, give me the crystal!

Ego score 15
********************

Other Gear +1 Lamellar (steel), light wooden shield, mwk composite longbow (+2 Str) with 20 arrows, mwk longsword, 49 gp, 35 ruby crystals, MC +2 backpack, 3 leather bags, 6 two foot yard bolts of linen, flint and steel, 4 torches, 4 rations, waterskin, wineskin, flask (burbon), bedroll, and winter blanket.

Loot:
3 bows

Traits:
Fearless Defiance
Upon overcoming your fear, you become a scourge to your enemies. You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against your favored enemies for 1 round.

Wanderlust [Link]
Source Quests and Campaigns pg. 21
Your childhood was brightened by the new places you constantly saw as you traveled with your parents, who were merchants. Still excited by travel, you gain great energy when traveling overland. Treat your base land speed as 10 feet higher when determining your overland speed.

Subject of Study [Link]
Source Carrion Crown Player's Guide pg. 12
In Professor Lorrimor's early years as a professsor he approached me as part of his studies, as he had heard that I had survived a recent encounter with a strange undead monster. Interested in the means by which you avoided death, he met with me and maintained infrequent correspondence about once a year. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you.

Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of the undead type.

Racial Qualities:

Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are 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.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
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.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

'Savage Elf'
Eternal Grudge
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
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.

Fleet-Footed
Source Advanced Race Guide pg. 22
While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Sublime:

Armor Class: Increase natural armor by +2.

Speed: Increase all the base creature’s natural speeds by 10 ft.

Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.

Special Abilities: The sublime creature gains the following special abilities.

Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.

Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).

Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.

Feats: Gain Toughness as a bonus feat.

Ivory Tower Boosts:
Channel as a cleric as the same level he currently is.

Cantrips: prestidigitation, mending, detect magic, read magic.