Below is a rough outline of my character submission. Regarding hit points are we supposed to roll them and only use it if it's at least half of the maximum?
[sblock=Ria'Aridethnis, Satyr Marshal 3]
Code:
Ria'Aridethnis [Ria' Ari- deth-nis] -Eternal Hunter of the Silver Dawn
Satyr Marshal 3 (ECL 5)
Alignment: Neutral Good
Size: Medium
Type: Fey
Base Speed: 40
[url=http://invisiblecastle.com/find.py?id=1104263][b]STATS[/b][/url]
Str: 15 (+2)
Dex: 15 (+2) +2 racial
Con: 15 (+2) +2 racial
Int: 17 (+3) +2 racial
Wis: 14 (+2) +2 racial
Cha: 20 (+5) +2 racial
Com: 13
HP: 23 (3d8 +6)
AC: 22 (10 base +3 Dex +4 nat +5 Arm)
Saves:
For: +5 (3 Base +2 Con)
Ref: +3 (1 Base +2 Dex)
Wil: +5 (3 Base +2 Wis)
Init: +2
Base attack bonus: +2
Attacks:
+5 Elvin Courtblade 1d10+2 18-20x2
Skills Total Ranks Stats Misc
Appraise 3 0.0 3 0
Balance 2 0.0 2 0
Bluff 11(16) 6.0 5 0(+5 Motivate Charisma)
Climb 2 0.0 2 0
Concentration 2 0.0 2 0
Craft (untrained) 3 0.0 3 0
Diplomacy 14(19) 6.0 5 3(+5 Motivate Charisma)
Disguise 5(9) 0.0 5 0(+5 Motivate Charisma)
Escape Artist 2 0.0 2 0
Forgery 3 0.0 3 0
Gather Information 5(10) 0.0 5 0(+5 Motivate Charisma)
Heal 2(7) 0.0 2 0(+5 Motivate Wisdom)
Hide 8 2.0 2 4
Intimidate 8(13) 3.0 5 0(+5 Motivate Charisma)
Jump 2 0.0 2 0
Listen 14(19) 6.0 2 6(+5 Motivate Wisdom)
Move Silently 8 2.0 2 4
Perform 15(20) 6.0 5 4(+5 Motivate Charisma)
Search 3 0.0 3 0
Sense Motive 4(9) 2.0 2 0(+5 Motivate Wisdom)
Spot 14(19) 6.0 2 6(+5 Motivate Wisdom)
Survival 4(9) 2.0 2 0(+5 Motivate Wisdom)
Swim 2 0.0 2 0
Feats
1 - Alertness(bonus), Exotic Weapon Proficiency (Elvin Courtblade) - Races of Wild PG166
3 - Recklass Charge - Minatures PG27
Languages: Sylvan, Common, Elven.
Equipment
Head:
Eyes:
Neck:
Torso:
Body: +1 Mithral Chain shirt 2100gp
Belt:
Cloak:
Arms:
Hands:
Ring1: Ring of Sustenance 2500gp
Ring2:
Feet:
Other Items:
Explorers Outfit
(mk) Elvin Courtblade 450gp (1d10 18-20/x2 6lb) -Rac of Wild PG166
Large Wooden Shield
(mk)Shortbow (+2 Str)
Efficient Quiver 1800gp 2lb
(20) Arrows
Treasure: 0
Weight Carried: 0lbs
Carrying Capacity: Light(21lb), Medium(22-43lb), Heavy(44-65lb)
Satyr Abilities
Natural Armour: +4 natural armour
Natural Weapons: Headbutt 1d6
Damage Reduction: 5 / cold iron
Low-light vision
Pipes: Charm Person, Fear or Sleep DC 16 in a 60 foot spread.
Bonus Feat: Alertness
Skills: +4 racial bonus on Hide, Listen, Move Silently, Perform & Spot checks.
LA: +2
Marshal Abilities
Bonus Feat: Skill Focus(Diplomacy)
Auras(ex): The marshal exert an effect on allies in his vicinity. He can learn to produce different effects or auras, over the course of his career. The marshal may project one minor aura and one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura continually, thus an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralysed, or otherwise unable to be heard or understood by his allies. All bonuses granted by a marshal's auras are circumstances bonuses that do not stack with each other.
- Minor Aura
- Motivate Charisma: Add Charisma mod to Charisma checks and Charisma-based skill checks
- Motivate Wisdom: Add Charisma mod to Wisdom checks and Wisdom-based skill checks
- Major Aura
- Motivate Attack: +1 bonus on attack rolls
Height: 5'8"
Weight: 165lb
Eyes: Emerald
Hair: Chestnut Brown
Skin: Tanned
Appearance:
Above average height for a faun Ria' Aridethnis (Ria) has chestnut brown hair, sparkling emerald eyes and is handsome in a roguish sort of way. Ria possesses a well defined muscular body that is deeply tanned by the elements, as such it's obvious that he has lived a vigorous physical lifestyle. Ria's finely chiselled features, disarming smile and forked goatee have smitten many a fair maiden.
Background:
Born in Valenar Ria was readily accepted into a prestigious warclan and at an early age showed a finesse for leadership. Ria received extensive training both in warfare and in leadership and tactics in which he excelled.
Ria has travelled throughout Khorvaire leading a small band of highly trained Valenar Elves that were hired out for various causes. It was during one such encounter when he was charged with tracking down a murderous cell dedicated to the Blood of Vol, that he engaged for the first time with a powerful priestess of Vol, who thru trickery and guile poisoned Ria and his men before making her escape.
The Warchief of his clan was disgusted with Ria for the lose of these men (one of whom was the Warchief's cousin) and formerly discharged Ria from the clan, on grounds of cowardice and incompetence. Devastated by the death of his men and being dishonoured among his clan, Ria fled Valenar vowing to tracking down this priestess to avenge his men and hopefully restore his honour.
Since that day Ria has acted a sword for hire and guide specialising in the recovery of ancient items and lore. All the while Ria continues to follow any leads which may lead him to the Blood of Vol, hoping one day to fulfill his vow by destroying the priestess.
Plot Hooks
- Vowed to hunt down and destroy a Priestess of Vol.
- Worked to help recover ancient items and lore throughout Khorvaire.
- Hopes to prove himself and restore his honour and position in his former Warclan.
- The Warchief secretly holds a grudge against Ria, and wants to avenge the death of his cousin.
[/sblock]