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About Drake WindfallDescription:
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 Drake Windfall Elven ranger 4, CR 6
Defense
Fast Healing: 7 Fort +9, (Class +4, Con +5 , )
Immune magic aging, disease, positive energy damage
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
Round 2 Rapid shot
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Arrow, undead bane
[dice=Melee mwk longsword]1d20 +8[/dice]
[dice=Ranged mwk composite longbow]1d20 +11[/dice]
[dice=+1 cursed sword with acid assault]1d20+10[/dice]
Special Attacks favored enemy (undead +2) Ranger Spells Prepared (CL 1st; concentration +2)
Tactics
Statistics, modifier, starting value, race, level, age, sublime, other
Feats
combat options: Deadly Aim, Power Attack, Finesse, Combat Expertise Adventuring Skills: (6+5)x4=44
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
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
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Cursed to only be used by a good elf.
DM notes:
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:
Traits:
Wanderlust [Link]
Subject of Study [Link]
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. 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'
Fleet-Footed
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. |