Kiirnodel
Keeps Coming Back for More
Posts: 937
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Post by Kiirnodel on Apr 29, 2010 2:56:22 GMT -5
Current Status
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Kiirnodel
Keeps Coming Back for More
Posts: 937
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Post by Kiirnodel on Apr 29, 2010 2:56:43 GMT -5
Player name: Benjamin Trefz Character Name: Irestil Aliases: Race: Desert Elf Classes: Ranger(Desert) 3 / Fighter 2 / Dervish 7 / Tempest 3 Alignment: Chaotic Good Occupation: Ex-Ashworm Trainer, Wanderer/Nomad
HP: 129 AC: 31 (10 + 4 Armor + 8 Dex + 2 Shield + 3 deflection + 2 Dervish + 2 Tempest) Touch: 28 (10 + 3 Armor + 8 Dex + 3 deflection + 2 Dervish + 2 Tempest) Flatfooted: 23 (10 + 4 Armor + 2 Shield + 3 deflection + 2 Dervish + 2 Tempest) Flat Touch: 20 (10 + 3 Armor + 3 deflection + 2 Dervish + 2 Tempest) Immobilized/Helpless(Unconscious): 11 (10 + 3 Armor - 5 Dex + 3 deflection) +2 Dodge vs. AoO, +4 Dodge vs. AoO from Movement
BAB/Grapple: +15/+10/+5 / +15 (15 BAB + 2 Str - 2 Legacy)
Speed: 60 ft.
+12 Initiative
Attack: Desert Wind +23 (1d6+4 + 1 Fire / 18-20/x2)
Full Attack: Desert Wind +22/+17/+12 (1d6+4 + 1 Fire / 18-20/x2) and +2 Scimitar +22/+17/+12 (1d6+4 / 18-20/x2)
Defensive: -11 to attack, +16 AC Defending Weapon: -2 to attack (and damage), +2 to AC Combat Expertise: -5 to attack, +5 to AC Fighting Defensively: -4 to Attack, +9 to AC +2 Normal +1 Tumble 5 ranks +2 Shield (Two-Weapon Defense) +4 Elaborate Parry
Total Defense: +14 to AC (+4 Normal, +2 Tumble, +2 Shield, +4 Elaborate Parry, +2 Defending Weapon)
Appearance: [Fully Covered:Desert Travel] The figure before you lends you nothing to help distinguish them. Fully covered from head to toe in garb 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 the eyes themselves 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 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 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 Pesedjer woman, Lana. 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 somehow 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. Kethen confronted him, wanting to come as well, feeling responsible for Garren's demise. Despite Irestil's protests, Kethen managed to convince him. Kethen's mother had passed during the short time he and Garren had been adventuring, and he had no home to stay in without Irestil. Irestil packed only the things he needed for his journey and took his two strongest Ashworms, one's he had raised personally and carefully. Ready, the pair set off into the wastes. But things would not be so simple. The same creatures that had beset Garren after he had found Desert Wind came again, but Irestil was better prepared then the boys had been, he was older, wiser and more skilled with his blades. Irestil 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. Knowing the dangers that he would get into, Irestil could not in good conscience bring Kethen with him. In the first large oasis that they came to, they parted ways, most likely never to meet again. Before leaving, Irestil found a sage and through his power learned the rituals necessary to unlock the powers of the Desert Wind. With the knowledge of the rituals, he went into the desert and on to his destiny.
Other notes: Fire Resistance 5, Heat Protection Level 3(4 while wearing Desert Outfit)
STR: 14 (+2) [12] DEX: 26 (+8) [22] CON: 16 (+3) INT: 15 (+2) WIS: 13 (+1) CHA: 05 (-3)
Fort: +15 (Base 11 + 3 Con - 2 Legacy + 3 Resistance) Reflex: +18 (Base 9 + 8 Dex - 2 Legacy + 3 Resistance) Will: +9 (Base 7 + 1 Wis - 2 Legacy + 3 Resistance)
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). Irestil was one of the fastest in his tribe growing up, 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: Desert Elf: Heat Endurance Background: Double Slice Level 1: Animal Affinity Ranger 1: Track Fighter 1: Dodge Level 3: Weapon Focus (Scimitar) Fighter 2: Mobility Ranger 2: Two-Weapon Fighting Level 5: Combat Expertise Ranger 3: Improved Heat Endurance Level 7: Weapon Finesse Dervish 3: Spring Attack Level 9: Improved Two-Weapon Fighting Level 11: Greater Two-Weapon Fighting Level 13: Two-Weapon Defense Level 15: Improved Two-Weapon Defense
Skills: Balance +12, Bluff -4, Diplomacy -4, Escape Artist +10, Gather Information -4, Handle Animal +10, Jump +20, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +5, Knowledge (nature) +7, Perform (dance) +15, Ride +22, Search +3, Spot +8, Survival +6, Tumble +28
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+3 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 +2 bonus to Armor Class. This bonus applies even against touch attacks or while flat-footed, but not while immobilized or helpless. Dervish Dance (Ex): Four times per day, Irestil can become a whirling dancer of death for 9 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 +4 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 Mastery (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 10 feet faster than normal. Dance of Death (Ex): Irestil gains the benefit of the Cleave feat while performing a dervish dance, even though he does not meet the prerequisites for the feat. He does not need to move 5 feet before making the extra attack granted by this ability. Improved Reaction (Ex): Irestil gains a +2 bonus on initiative rolls Elaborate Parry (Ex): Irestil gains an extra +4 bonus to Armor Class when he chooses to fight defensively or use all-out defense in melee combat.
Tempest Tempest Defense (Ex): While wielding two weapons, Irestil gains a +2 bonus to Armor Class. Ambidexterity (Ex): Irestil's attack penalties for fighting with two weapons are lessened by 1. Two-Weapon Versatility (Ex): When Irestil fights with two weapons, he can apply the effects of certain feats from one weapon to the other weapon as well, as long as those effects can be applied legally. He can use the ability only with the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization
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 +4 enhancement bonus to Dexterity. Desert Draw (Su): Irestil is treated as if he possessed the Quick Draw feat when unsheathing Desert Wind. Howling Wind (Sp): Irestil can forcefully point the scimitar in a desired direction, allowing him to use gust of wind as the spell. See the Spells section. Fan the Flames (Su): By placing the tip of Desert Wind into any flame, Irestil can use fireball as the spell (CL 10). The fireball explodes from the tip of the scimitar, and he is unharmed by the resulting fire damage.
Spells: Fiery Slash (Sp): burning hands 3/day. Save DC 11. Caster level 5th. Howling Wind (Sp): gust of wind 3/day. Save DC 13. Caster level 5th. Extra Attack 3/day, swift action. Does not stack with extra attacks from haste, or the like Pass Without Trace constant. Ignore difficult terrain. Water Walk 1/day, swift action. 60 minutes split between up to 5 others. Freedom of Movement 3/day, swift action. 3 round duration. Dimension Door 1/day. CL 7th
Equipment Body: +3 Ghost Ward Ghost Shroud Silk Swathes Head: Scout's Headband Face: Neck: Arms: Bracers of Blinding Strike Hands: Gauntlets of Ogre Power Feet: Sandals of the Light Step Back: Cloak of Resistance +3 Torso: Vest of Free Movement Waist: Rings: Ring of Sustenence Ring of Evasion
Weapons: Desert Wind - +2 Defending Scimitar (On a successful attack, Desert Wind deals 1 point of fire damage in addition to normal damage) +2 Scimitar, Masterwork Kheferu Scimitar, Masterwork Composite Longbow[Str +2] with 20 low quality arrows
Other Magic Items: Bridle of Ease, Saddlebags of Providing, Replenishing Skin, Lamp of Stars, Spool of Endless Rope, Handy Haversack
Equipment: Desert Outfits x4, Sun Lenses x3, Filter Masks x20, Ironthorn Extract x3, Deep Draught x2, Adventuring Gear
Money: 45,008
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Post by cOMMUNISMISFANCY on May 2, 2010 20:49:23 GMT -5
You bought a bow, but I do not see any ammunition for it. Normal arrows in this setting are 1g each, as there isn't much in the wand of wood. Poor Quality arrows are 20 for 1 gold, but do less damage. Did you include the gold for unlocking Desert Wind's rituals in your purchases?
Backstory looks good, pending those questions, approved.
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Kiirnodel
Keeps Coming Back for More
Posts: 937
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Post by Kiirnodel on May 3, 2010 11:36:26 GMT -5
spent the 1 gp for 20 low-quality arrows. You'll note I hadn't yet bothered to write out the attacks for the bow. I hadn't planned on using ranged weapons much, so I guess we'll see...
Yes, I spent the money for the first two rituals of Desert Wind. I figured I already know what the final ritual is, but waiting to finish it (it takes a month). Probably most of the way through it, guess it depends on how long it takes to gain 2 levels...
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