Post by Kiirnodel on Oct 25, 2007 2:38:03 GMT -5
Player name: Benjamin Trefz
Character Name: Irestil
Aliases:
Race: Desert Elf
Classes: Ranger(Desert) 3 / Fighter 2 / Dervish 3 / Tempest 2
Alignment: Chaotic Good
Occupation: Ex-Ashworm Trainer, Wanderer/Nomad
HP: 95
AC: 21 (10 + 2 Armor + 7 Dex + 1 Dervish + 1 Tempest)
Touch: 19 (10 + 7 Dex + 1 Dervish + Tempest)
Flatfooted: 14 (10 + 2 Armor + 1 Dervish + 1 Tempest)
Flat Touch: 12 (10 + 1 Dervish + 1 Tempest)
Immobilized/Helpless(Unconscious): 7 (10 + 2 Armor - 5 Dex)
+2 Dodge vs. AoO, +4 Dodge vs. AoO from Movement
BAB/Grapple: +10/+5 / +13 (10 BAB + 4 Str - 1 Legacy)
Speed: 55 ft. (30 Base + 10 Quick + 5 Dervish + 10 Enhancement)
Initiative: +11 (7 Dex + 2 Blooded + 2 Competence)
Attack: Desert Wind +16 (1d6+6 + 1 Fire / 18-20/x2)
Full Attack: Desert Wind +15/+10 (1d6+6 + 1 Fire / 18-20/x2) and +1 Scimitar +14/+9 (1d6+3 / 18-20/x2)
Defensive: -9 to attack, +8 AC
Appearance:
[Fully Covered:Desert Travel] The figure before you lends you nothing to help distinguish them. Fully covered from head to toe in garb most likely meant for the desert, the only visible skin is small spots around the eyes, and the fingertips where they are not covered by gauntlets. Even they eyes are not visible, hiding behind a pair of black lenses.
[Casually Covered:Resting] This elf's dark skin and hair combined with the loose clothing he wears tells you he is from the harsh terrains of the desert. His gray eyes speak of a past sorrows he would rather forget even when he is smiling.
[Constant] Seeming to wear nothing in the way of armor, it is quite obvious by the way he carries himself that Irestil is not one to run from combat. He moves gracefully about the battlefield, weaving between enemies, slicing them as he goes.
[Weapons]Irestil carries numerous scimitars, most notably however is the fine blade belted on his left. This slender and graceful scimitar is crafted of shining steel, lustrous ivory, and polished gold. Its hilt is set with brilliant blue sapphires and fiery red rubies. At first glance, the weapon appears to be nothing more than a showpiece, a gaudy bit of belt-jewelry for a foppish noble. Closer examination, however, reveals the blade's perfect balance and keen edge, as well as a grip wrapped in wire-it will not slip in a hand slick with sweat or blood.
History: Originally a member of a nomadic tribe of desert elves who wandered the desert, herding Ashworms and other beasts as well as trading. Irestil stopped his wandering when he fell for a beautiful Baklunish woman. He settled down and decided to make a living running an Ashworm ranch. He was happy no matter what he did as long as he was with Lana. But sadly, things could not last, Lana died giving birth to their only child, a son. Garren grew up a fine boy, though a bit shy. Luckily, he was able to befriend another half-elf boy that lived nearby. Garren was always being bullied by the human children and Kethen protected him. Grateful for all that Kethen did for his son, Irestil watched over the boy in place of his father who had left him and his mother alone. He taught him about the Ashworms and let him help out around the ranch. All too soon, the boys had grown and were becoming men, and Irestil could do nothing to stop them from answering the call of their wanderlust. Sadly though, Irestil would have to go through another trial in his life. Hardly able to hold back his own sorrow, Kethen returned with Garren's dead body. Lacking the skills to navigate the wastelands after depending on Garren, Kethen had been unable to find his way back in time. Even with his body intact, they lacked the resources for more powerful magics. Wracked by grief over losing his last connection to his beloved Lana, and even more so by the loss of his only son, Irestil managed to pull himself together. While sorting through Garren's things, he found a blade, wrapped carefully as if it were fragile. Laying his hand upon the hilt, he felt a soft, warm breeze, scented as though wafting from a desert bazaar. Irestil immediately recognized this legendary blade as Desert Wind, he decided then that he would not outlive another family, and instead would wander the desert sands once again. Along with Kethen, who felt somehow responsible for Garren they set off into the wastes. The same creatures that had beset Garren after finding Desert Wind came again, but Irestil was better prepared. He struck down the foes that had stolen his son away from him, and Desert Wind burned his resolve into their hides glowing white hot with his fury. It took hours after the Genies had been dispatched for the blade to cool. Irestil knew of the rituals to unlock his blades powers, and so they went, first to visit molten pools of magma beneath an inactive volcano where he could perform the Rite of the Flame. Then, they travelled to the tops of the high mountains for the Rite of the Clouds. Once completed they returned to the deserts to continue their wanderings.
Other notes: Fire Resistance 5, Heat Protection Level 3 (4 while wearing Desert Outfit)
STR: 18 (+4) [15]
DEX: 24 (+7) [22]
CON: 16 (+3)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 16 (+3)
Fort: +12 (Base 10 + 3 Con - 1 Legacy)
Reflex: +14 (Base 8 + 7 Dex - 1 Legacy)
Will: +5 (Base 5 + 1 Wis - 1 Legacy)
Traits:
Quick - You are fast, but less sturdy than average members of your race.
Benefit: Your base land speed increases by 10 feet.
Drawback: Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).
Growing up, Irestil was one of the fastest in his tribe, something he strived to keep up as he grew older.
Uncivilized - You relate better to animals than you do to people.
Benefit: You gain a +1 bonus on Handle Animal checks and wild empathy checks.
Drawkback: You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather Information checks.
It is not that Irestil does not like people, he has just found that the animals respond better...
Feats:
Background: Blooded (Greyhawk)
Desert Elf: Heat Endurance
Level 1: Combat Expertise
Ranger 1: Track
Fighter 1: Dodge
Level 3: Weapon Focus (Scimitar)
Ranger 2: Two-Weapon Fighting
Fighter 2: Mobility
Ranger 3: Improved Heat Endurance
Level 6: Improved Two-Weapon Fighting
Dervish 3: Spring Attack
Level 9: Leadership
Skills: Balance +14, Bluff +2, Diplomacy +2, Gather Information +2, Handle Animal +14, Jump +23, Knowledge (geography) +8, Knowledge (history) +11, Knowledge (nature) +10, Perform (dance) +16, Ride +16, Search +5, Spot +11, Survival +9, Tumble +22
Abilities:
Ranger
Favored Enemy (Ex): Irestil gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival skill checks as well as a weapon damage rolls against Magical Beasts.
Wild Empathy (Ex): Irestil can improve the attitude of an animal (such as a bear or a monitor lizard) just like a Diplomacy check to improve the attitude of a person (see page 72 of the Player's Handbook). Roll 1d20+9 to determine the wild empathy check result. This ability can also be used to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but there is a -4 penalty on the check.
Dervish
AC Bonus (Ex): Irestil gains a +1 bonus to Armor Class. This bonus applies even against touch attacks or while flat-footed, but not while immobilized or helpless.
Dervish Dance (Ex): Two times per day, Irestil can become a whirling dancer of death for 6 rounds. While in this dervish dance he can take a single move action and still make a full attack. However, he must move a minimum of 5 feet between each attack when using this ability. If Irestil is prevented from completing his move he is also prevented from finishing his full attack. Irestil gains a +2 bonus on his attack and damage rolls while in a dervish dance. At the end of a dervish dance, he becomes fatigued for the remaining duration of the encounter and may not enter another dervish dance.
Movement Master (Ex): Irestil may take 10 on any Jump, Perform (dance), or Tumble check, even if stress and distraction would normally prevent him from doing so.
Slashing Blades (Ex): Irestil treats the scimitar as a light weapon rather than a one-handed weapon.
Fast Movement (Ex): Irestil's speed is 5 feet faster than normal.
Tempest
Tempest Defense (Ex): While wielding two weapons, Irestil gains a +1 bonus to Armor Class.
Ambidexterity (Ex): Irestil's attack penalties for fighting with two weapons are lessened by 1.
Desert Wind
Desert Child (Su): Irestil constantly benefits from the effects of an endure elements spell. Caster level 5th.
Fiery Slash (Sp): By slashing the blade in a broad arc in front of himself and speaking a command word, Irestil causes it to spray a fan of flame, as with the burning hands spell. See the Spells section.
Dance of Flame and Wind (Su): Desert Wind grants Irestil a +2 enhancement bonus to Dexterity.
Desert Draw (Su): Irestil is treated as if he possessed the Quick Draw feat when unsheathing Desert Wind.
Spells:
Fiery Slash (Sp): burning hands 3/day. Save DC 14. Caster level 5th
Water Walk 1/day. 60 minutes split between up to 5 others.
Pass Without Trace constant.
Extra Attack 3/day. Does not stack with extra attacks from haste, or the like.
Equipment
Body: +1 Silk Wraps
Head:
Face:
Neck:
Arms: Bracers of Blinding Strike
Hands: Gauntlets of Ogre Power +3
Feet: Sandals of the Light Step
Back:
Torso:
Waist:
Rings:
Weapons:
Desert Wind - +2 Scimitar (On a successful attack, Desert Wind deals 1 point of fire damage in addition to normal damage)
+1 Scimitar, Masterwork Kheferu Scimitar, Masterwork Composite Longbow[Str +4]
Other Magical Items: Repleneshing Skin, Lamp of the Stars,
Other Gear: Desert Outfit, Sun Lenses, Filter Masks, Shapesand (2 jugs), Ironthorn Extract (x3), Deep Draught (x2)
Money: 605
Ashworm:
Large Magical Beast
Hit Dice: 6d10+24 (70 hp)
Initiative: +0
Speed: 35 ft., burrow 35 ft., climb 10 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Sting +11 melee (1d6+9 plus poison)
Full Attack: Sting +11 melee (1d6+9 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Evasive diver, tremorsense 60 ft.
Saves: Fort +6, Ref +7, Will +6
Abilites: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 6
Skills: Climb +20 (6 ranks), Listen +6 (3 ranks), Spot +3
Feats: Alertness, Lightning Reflexes, Dash
Environment: Warm deserts or plains
Challenge Rating: 3
Alignment: Neutral
Advancement: 7-9 HD (Huge)
This large, eyeless worm is as big as a horse. It is covered in a thin chitinous layer of pale purple plates. A nasty stinger quivers at the end of its tail.
Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 2d6 Str. The save DC is Constitution based.
Evasive Diver (Ex): In areas of sand (not packed earth or stone), the ashworm feels more secure because of its evasive diver ability. If the ashworm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the ashworm instead manages to instantly dive below the protective sand or earth and takes no damage.
An ashworm's rider might be swept from the ashworm's back unless it makes a DC 15 Reflex save when the ashworm dives below the sand. If the rider fails this save, it is swept from the ashworms back. Particularly skilled riders, such as ashworm dragoons with the sand rider ability, go along for the dive and also take no damage from the effect that prompted the ashworm's Reflex save.
Character Name: Irestil
Aliases:
Race: Desert Elf
Classes: Ranger(Desert) 3 / Fighter 2 / Dervish 3 / Tempest 2
Alignment: Chaotic Good
Occupation: Ex-Ashworm Trainer, Wanderer/Nomad
HP: 95
AC: 21 (10 + 2 Armor + 7 Dex + 1 Dervish + 1 Tempest)
Touch: 19 (10 + 7 Dex + 1 Dervish + Tempest)
Flatfooted: 14 (10 + 2 Armor + 1 Dervish + 1 Tempest)
Flat Touch: 12 (10 + 1 Dervish + 1 Tempest)
Immobilized/Helpless(Unconscious): 7 (10 + 2 Armor - 5 Dex)
+2 Dodge vs. AoO, +4 Dodge vs. AoO from Movement
BAB/Grapple: +10/+5 / +13 (10 BAB + 4 Str - 1 Legacy)
Speed: 55 ft. (30 Base + 10 Quick + 5 Dervish + 10 Enhancement)
Initiative: +11 (7 Dex + 2 Blooded + 2 Competence)
Attack: Desert Wind +16 (1d6+6 + 1 Fire / 18-20/x2)
Full Attack: Desert Wind +15/+10 (1d6+6 + 1 Fire / 18-20/x2) and +1 Scimitar +14/+9 (1d6+3 / 18-20/x2)
Defensive: -9 to attack, +8 AC
Appearance:
[Fully Covered:Desert Travel] The figure before you lends you nothing to help distinguish them. Fully covered from head to toe in garb most likely meant for the desert, the only visible skin is small spots around the eyes, and the fingertips where they are not covered by gauntlets. Even they eyes are not visible, hiding behind a pair of black lenses.
[Casually Covered:Resting] This elf's dark skin and hair combined with the loose clothing he wears tells you he is from the harsh terrains of the desert. His gray eyes speak of a past sorrows he would rather forget even when he is smiling.
[Constant] Seeming to wear nothing in the way of armor, it is quite obvious by the way he carries himself that Irestil is not one to run from combat. He moves gracefully about the battlefield, weaving between enemies, slicing them as he goes.
[Weapons]Irestil carries numerous scimitars, most notably however is the fine blade belted on his left. This slender and graceful scimitar is crafted of shining steel, lustrous ivory, and polished gold. Its hilt is set with brilliant blue sapphires and fiery red rubies. At first glance, the weapon appears to be nothing more than a showpiece, a gaudy bit of belt-jewelry for a foppish noble. Closer examination, however, reveals the blade's perfect balance and keen edge, as well as a grip wrapped in wire-it will not slip in a hand slick with sweat or blood.
History: Originally a member of a nomadic tribe of desert elves who wandered the desert, herding Ashworms and other beasts as well as trading. Irestil stopped his wandering when he fell for a beautiful Baklunish woman. He settled down and decided to make a living running an Ashworm ranch. He was happy no matter what he did as long as he was with Lana. But sadly, things could not last, Lana died giving birth to their only child, a son. Garren grew up a fine boy, though a bit shy. Luckily, he was able to befriend another half-elf boy that lived nearby. Garren was always being bullied by the human children and Kethen protected him. Grateful for all that Kethen did for his son, Irestil watched over the boy in place of his father who had left him and his mother alone. He taught him about the Ashworms and let him help out around the ranch. All too soon, the boys had grown and were becoming men, and Irestil could do nothing to stop them from answering the call of their wanderlust. Sadly though, Irestil would have to go through another trial in his life. Hardly able to hold back his own sorrow, Kethen returned with Garren's dead body. Lacking the skills to navigate the wastelands after depending on Garren, Kethen had been unable to find his way back in time. Even with his body intact, they lacked the resources for more powerful magics. Wracked by grief over losing his last connection to his beloved Lana, and even more so by the loss of his only son, Irestil managed to pull himself together. While sorting through Garren's things, he found a blade, wrapped carefully as if it were fragile. Laying his hand upon the hilt, he felt a soft, warm breeze, scented as though wafting from a desert bazaar. Irestil immediately recognized this legendary blade as Desert Wind, he decided then that he would not outlive another family, and instead would wander the desert sands once again. Along with Kethen, who felt somehow responsible for Garren they set off into the wastes. The same creatures that had beset Garren after finding Desert Wind came again, but Irestil was better prepared. He struck down the foes that had stolen his son away from him, and Desert Wind burned his resolve into their hides glowing white hot with his fury. It took hours after the Genies had been dispatched for the blade to cool. Irestil knew of the rituals to unlock his blades powers, and so they went, first to visit molten pools of magma beneath an inactive volcano where he could perform the Rite of the Flame. Then, they travelled to the tops of the high mountains for the Rite of the Clouds. Once completed they returned to the deserts to continue their wanderings.
Other notes: Fire Resistance 5, Heat Protection Level 3 (4 while wearing Desert Outfit)
STR: 18 (+4) [15]
DEX: 24 (+7) [22]
CON: 16 (+3)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 16 (+3)
Fort: +12 (Base 10 + 3 Con - 1 Legacy)
Reflex: +14 (Base 8 + 7 Dex - 1 Legacy)
Will: +5 (Base 5 + 1 Wis - 1 Legacy)
Traits:
Quick - You are fast, but less sturdy than average members of your race.
Benefit: Your base land speed increases by 10 feet.
Drawback: Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).
Growing up, Irestil was one of the fastest in his tribe, something he strived to keep up as he grew older.
Uncivilized - You relate better to animals than you do to people.
Benefit: You gain a +1 bonus on Handle Animal checks and wild empathy checks.
Drawkback: You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather Information checks.
It is not that Irestil does not like people, he has just found that the animals respond better...
Feats:
Background: Blooded (Greyhawk)
Desert Elf: Heat Endurance
Level 1: Combat Expertise
Ranger 1: Track
Fighter 1: Dodge
Level 3: Weapon Focus (Scimitar)
Ranger 2: Two-Weapon Fighting
Fighter 2: Mobility
Ranger 3: Improved Heat Endurance
Level 6: Improved Two-Weapon Fighting
Dervish 3: Spring Attack
Level 9: Leadership
Skills: Balance +14, Bluff +2, Diplomacy +2, Gather Information +2, Handle Animal +14, Jump +23, Knowledge (geography) +8, Knowledge (history) +11, Knowledge (nature) +10, Perform (dance) +16, Ride +16, Search +5, Spot +11, Survival +9, Tumble +22
Abilities:
Ranger
Favored Enemy (Ex): Irestil gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival skill checks as well as a weapon damage rolls against Magical Beasts.
Wild Empathy (Ex): Irestil can improve the attitude of an animal (such as a bear or a monitor lizard) just like a Diplomacy check to improve the attitude of a person (see page 72 of the Player's Handbook). Roll 1d20+9 to determine the wild empathy check result. This ability can also be used to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but there is a -4 penalty on the check.
Dervish
AC Bonus (Ex): Irestil gains a +1 bonus to Armor Class. This bonus applies even against touch attacks or while flat-footed, but not while immobilized or helpless.
Dervish Dance (Ex): Two times per day, Irestil can become a whirling dancer of death for 6 rounds. While in this dervish dance he can take a single move action and still make a full attack. However, he must move a minimum of 5 feet between each attack when using this ability. If Irestil is prevented from completing his move he is also prevented from finishing his full attack. Irestil gains a +2 bonus on his attack and damage rolls while in a dervish dance. At the end of a dervish dance, he becomes fatigued for the remaining duration of the encounter and may not enter another dervish dance.
Movement Master (Ex): Irestil may take 10 on any Jump, Perform (dance), or Tumble check, even if stress and distraction would normally prevent him from doing so.
Slashing Blades (Ex): Irestil treats the scimitar as a light weapon rather than a one-handed weapon.
Fast Movement (Ex): Irestil's speed is 5 feet faster than normal.
Tempest
Tempest Defense (Ex): While wielding two weapons, Irestil gains a +1 bonus to Armor Class.
Ambidexterity (Ex): Irestil's attack penalties for fighting with two weapons are lessened by 1.
Desert Wind
Desert Child (Su): Irestil constantly benefits from the effects of an endure elements spell. Caster level 5th.
Fiery Slash (Sp): By slashing the blade in a broad arc in front of himself and speaking a command word, Irestil causes it to spray a fan of flame, as with the burning hands spell. See the Spells section.
Dance of Flame and Wind (Su): Desert Wind grants Irestil a +2 enhancement bonus to Dexterity.
Desert Draw (Su): Irestil is treated as if he possessed the Quick Draw feat when unsheathing Desert Wind.
Spells:
Fiery Slash (Sp): burning hands 3/day. Save DC 14. Caster level 5th
Water Walk 1/day. 60 minutes split between up to 5 others.
Pass Without Trace constant.
Extra Attack 3/day. Does not stack with extra attacks from haste, or the like.
Equipment
Body: +1 Silk Wraps
Head:
Face:
Neck:
Arms: Bracers of Blinding Strike
Hands: Gauntlets of Ogre Power +3
Feet: Sandals of the Light Step
Back:
Torso:
Waist:
Rings:
Weapons:
Desert Wind - +2 Scimitar (On a successful attack, Desert Wind deals 1 point of fire damage in addition to normal damage)
+1 Scimitar, Masterwork Kheferu Scimitar, Masterwork Composite Longbow[Str +4]
Other Magical Items: Repleneshing Skin, Lamp of the Stars,
Other Gear: Desert Outfit, Sun Lenses, Filter Masks, Shapesand (2 jugs), Ironthorn Extract (x3), Deep Draught (x2)
Money: 605
Ashworm:
Large Magical Beast
Hit Dice: 6d10+24 (70 hp)
Initiative: +0
Speed: 35 ft., burrow 35 ft., climb 10 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Sting +11 melee (1d6+9 plus poison)
Full Attack: Sting +11 melee (1d6+9 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Evasive diver, tremorsense 60 ft.
Saves: Fort +6, Ref +7, Will +6
Abilites: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 6
Skills: Climb +20 (6 ranks), Listen +6 (3 ranks), Spot +3
Feats: Alertness, Lightning Reflexes, Dash
Environment: Warm deserts or plains
Challenge Rating: 3
Alignment: Neutral
Advancement: 7-9 HD (Huge)
This large, eyeless worm is as big as a horse. It is covered in a thin chitinous layer of pale purple plates. A nasty stinger quivers at the end of its tail.
Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 2d6 Str. The save DC is Constitution based.
Evasive Diver (Ex): In areas of sand (not packed earth or stone), the ashworm feels more secure because of its evasive diver ability. If the ashworm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the ashworm instead manages to instantly dive below the protective sand or earth and takes no damage.
An ashworm's rider might be swept from the ashworm's back unless it makes a DC 15 Reflex save when the ashworm dives below the sand. If the rider fails this save, it is swept from the ashworms back. Particularly skilled riders, such as ashworm dragoons with the sand rider ability, go along for the dive and also take no damage from the effect that prompted the ashworm's Reflex save.