Nifelhein's PCs: 4 Midnight characters.

Nifelhein

First Post
[size=+2] Keallach [/size] of House Pendor, the Painless
Medium-size Male Dorn, Ironborn 2nd-level Charismatic Channeler.


Height: 6’ 4”tall (or 1.93 meters).
Weight: 190 lbs. (or 86.1 Kg).
Age: 27 years old.

Born into the clan Calder of House Pendor Keallach knows shame since birth, his family was one of those who fled from the city when the orcs crushed the remaining resistance and while they have lived to tell the tale they also brought the shame of being part of a House of a traitor and having fled a battle they should have fought to the last.

His father was a great warrior and a good leader to his family, through him Keallach learned the ways of his people and the lore of old times, it was from him that the tales of their ancestors was told and how Keallach knew of the shame to his clan and House.

Keallach was a distant and lone boy, however, and that ahs always worried his father, for he hoped for Keallach to take his place when the time come. Keal, as he became known by his friend learned the ways of his people with his father, however, it was the clan’s magic that always intrigued and teased him.

When Keal made 16 years old he was to make the passing to adulthood, his father proud of the warrior he had become, for he could stand more punishment than many, everyone felt as if he felt no pain from his wounds and as if his mind was always somewhere else than his body. When the day came keal stated his will, he wanted to become a weaver of magic, he wanted to take the path that his father so dearly dreamt he would forget.

And so it was, he learned the ways of the wild energies of magic and the dangers inherent to it, as time passed he developed a gift for incluencing people, both by his deeds and discourses and by augmenting that ability by magic.

Even though his father was disappointed he seemed to be born for the leadership, uniting botht the swordmanship and the magic, all that under the inspiring and instigating power of the words, simple words that could make great warriors tremble and young women fight like the ancints.

But Keal had not learnt all lessons well, and that proved to be downfall to his family…

Keal had been practicing his magic for too long and about a night ago all his family payed the price: a group of orcs headed by a legate attacked their camp, destroyed their few possessions and took everyone who did not die at the fight captive, keal fought well and stood for longer than one would with the many deep wounds he suffered, but he was still young and unexperienced, he could not stand a fight against an organizaed army of veterans, and most of all, he could not stand a fight against the magic of the followers of the Shadow.

The last night is one that hardly will be forgotten by Keal, for he felt, for the first time in all his life, what pain is, and that is due to the power of the Legates, the power of the dark magic of the followers of the shadow.

Keal is a courageous fighter and a good leader, he developed his social abilities as much as his spellcasting skills and has limited knowledge of warfare, he is a raging leader for his people, but turns into a coldblooded killing machine in battle, he prefers to use twohanded swords then spells when the enemy is engaged and that made his father proud the last night.


HP: 11 (rolled a 3 this time… :( )
Painless Threshold: 2 hp
Last Gasp: 2.75/+1.

Str 12 (+2 race) – 14 (+2)
Dex 12 (+1)
Con 10 (+0)
Int 14 (-2 race) – 12 (+1)
Wis 11 (+0)
Cha 17 (+3)
Alignment: ???.

Saves: Fort +1, Ref +1, Will +3.
AC: 11 (+1 Dex), 10 Flat-footed , 11 Touch.

Single Attack: +3 melee. (+4 with bastard swords, greatswords, greataxes, and all spears). (+4 when fighting in groups of 5 or more Dorns).
Full Attack:
Damage: by weapon.

Skills:
  • Bluff 5 ranks. Total +8.
  • Concentration 5 ranks. Total +5.
  • Diplomacy 5 ranks. Total +8.
  • Heal 3 ranks. Total +3.
  • Intimidate 5 ranks. Total +8.
  • Knowledge (northlands) 3 ranks. Total +4.
  • Sense motive 5 ranks. Total +5.
  • Spellcraft 5 ranks. Total +6.
  • Survival 4 ranks. Total +4 (+6 in the northlands).
Feats:
  • Magecraft
  • Spellcasting: Universal, Transmutation, Enchantment.
  • Martial Weapon Proficiency.
Languages:
  • Erenlander.
  • Northern.
  • Orcish.
Racial Abilities:
  • +2 Str, -2 Int.
  • Base Speed: 30 ft.
  • 1 Extra Feat at 1st evel.
  • 4 extra skill points at 1st level and 1 extra skill points at each additional level.
  • Cold Resistance 5.
  • +1 racial bonus on Fortitude Saving Throws.
  • Proficiency with Bastard Sword as if it were a martial weapon.
  • +1 racial bonus on attack rolls when in groups of five or more Dorns.
  • +1 racial bonus on attack rolls when fighting with bastard swords, greatswords, greataxes, and all spears.
  • Knowledge (Northlands) as a class skill.
  • +2 racial bonus to Survival checks made when in the Northlands.
Class Abilities:
  • 1st level:
    • Magecraft Feat:
      • Spellcraft is always a class skill.
      • Charismatic Tradition.
      • Universal School.
      • 6 free casting of 0-level spells.
      • Wild empathy.
    • Bonus School: Transmutation and Enchantment Spellcasting Feats.
    • Bonus Spells: 5 0-level spells and 3 1st-level spells
    • Art of Magic:
      • Spell energy equal to class level plus ability modifier (including magecraft feat).
      • 10% less XP to learn spells.
      • +1 to character level for determining spell level if more channeler levels than other classes.
    • Channeler Gift: Force of Personality.
  • 2nd level:
    • Summon Familiar
    • 2 0-level to 1st-levek spells.

Heroic Path: Painless.
  • 1st level: Painless.
  • 2nd level: Last Gasp 25%/+1.

Spells
  • 0-level
    • Prestidigitation, Universal: PHB page 264.
    • Mending, Transmutation: PHB page 253.
    • Open/Close, Transmutation: PHB page 258.
    • Daze, Enchantment: PHB page 217.
    • Lullaby, Enchantment: PHB page 249.
  • 1st-level
    • Stone Soup, Transmutation: AtS page 81.
    • Goodberry, Transmutation: PHB page 237.
    • Entangle, Enchantment: PHB page 227.
    • Charm Person, Enchantment: PHB page 209.
    • Enlarge Person, Transmutation: PHB page 226.

Equipment
  • Greatsword with symbol of his house in the hilt.
  • Peasant’s Outfit.
  • Cold Weather Oufit.
  • Belt pouch x2.
  • Dagger.
  • Gem with House Pendor symbol inscribed in it weared as a pendant in a leather strip around his right wrist.
 

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Nifelhein

First Post
[size=+2] Ahzeem [/size] the Oruk-man
Large-size Male Erenlander, Giantblooded Defender 1st.


Height: 10 ft and 5 inches tall (or 3.175 meters).
Weight: 918 lbs. (or 416.5 Kg).
Age: 21 years old.

Ahzeem is the son of a blacksmith and a simple maiden, his parents have always tried to keep him away from trouble, as the years passed he grown into a gigantic man, he had always been larger than the other boys of his age but while they would stop growing Ahzeem kept going until he became the largest man, he would stand more than 3 feet taller than most people and he developed a good talent for his father's skill.

When Ahzeem was a teenager his village faced the passing of an Orc legion, they stayed in the city for about a week and took with them almost all food they got, it was his father, however, that was cursed with the worst of the orcs deeds.

They took Ahzeem's father into jail and there they told him that they were in need of a weaponsmith, he complained and asked them to let him stay, that he had two children and a wife to take care, the orcs did not allow him to choose and so they had him with them when they were leaving.

Ahzeem's mother and sister wept, for they knew they could not anything, but Ahzeem would not bow os easily, it was hsi father and while he was still a boy he was as tall as a full grown man. Ahzeem went to the Orcs and told them that he would serve the army in place of his father, by then he did not realize the terror he woudl face and how evil those creatures are, he told them that he learned rfom his father and that while his father was aged and weakening everyday he was young and strong.

The orcs accepted the change, they left the man behind and Ahzeem went with them. for two years he worked for the orcs, they always called him the Oruk-boy, for he was as tall as one of the Oruks. Ahzeem lived with them and learned their ways, never realizing the evil that was growing in him, he started to learn with them and soon he was as much a part of the legion as the orcs he bargained with long before.

The legion went to the Eren River and while they were there they took a small city and built troops quarters and slayed most of the civilians, it was there that Ahzeem felt that he was on the wrong side, for when they were at the battle Ahzeem saw the terror he was making over the simple folk of the village and when he saw a young girl grasp a baby to her body he felt that it was all wrong, he was not supposed to be doing that, he remembered his loved sister and how they lived together...

Ahzeem wept.

On that batlle Ahzeem saw that one man was fighting like none he had seen before, he was with his barehands and killed many orcs, the orcs turned to Ahzeem asking for his presence, but Ahzeem saw that was his chance to make up for his evil deeds. He walked toward the man and saw the terror in his face, but when he got near enough for striking him his hammer smashed an orc's cranium, the orcs were surprised and terrified, Ahzeem did not give them time to react and slayed four of them before they could scream for help.

That man and Ahzeem went afetr every orc in the city and killed them all, after that the man and Ahzeem spoke briefly and they told every peasant there to go away to any other place, the orcs would know of the uprising and they would face their wrath, Ahzeem and that man would go to a different direction and draw both the guilty and the attention to them.

That man told Ahzeem that he was a guardian of the people, a defender as he liked to say, and he taught Ahzeem his ways and his values, Ahzeem developed a love to Siegfried, the defender, akin to a child to his father.

Siegfried left one day without saying why, Ahzeem knew, by then, that it was because he was ready, so he went to make hisown quest for a student and for protection of the people, Ahzeem picks his fights carefully, for he knows that should the word of his deeds spread in the orc army that he would be in danger, for his size would give him out far too easy.

And so Ahzeem travels, staying for a while in towns and making metal tools for the peasants, when he believes his presence is endangering them he leaves, trying to find another town to help and other orcs to slay.


HP: 9

Str 15 (+2 race) – 17 (+3)
Dex 16 (+3)
Con 12 (-2 race) – 10 (+0)
Int 14 (+2)
Wis 10 (+0)
Cha 10 (+0)
Alignment: Neutral Good.

Saves: Fort +0, Ref +5, Will +0.
AC: 13 (3+ Dex, +1 Defender AC Bonus, -1 size), 9 Flat-footed , 13 Touch.


Single Attack: Unarmed Strike +3. Medium-size Light Hammer +3. Grapple +7
Full Attack: Unarmed Strike +1 and Unarmed Strike +1. Medium-size Light Hammer +1 and Unarmed Strike +1.
Damage: Unarmed Strike 1d8+3. Medium-size Light Hammer 1d6+3.

Skills:
  • Balance 1 rank. Total: +4.
  • Bluff 2 ranks. Total: +2.
  • Climb 1 ranks. Total: +4.
  • Craft (blacksmith) 2 ranks. Total: +4.
  • Craft (weaponsmith) 2 ranks. Total: +4.
  • Craft (armorsmith) 2 ranks. Total: +4.
  • Hide 4 ranks. Total: +3.
  • Intimidate (cc) 1 rank. Total: +1.
  • Jump 2 ranks. Total: +5.
  • Listen 2 ranks. Total: +2.
  • Move Silently 2 ranks. Total: +5.
  • Search (cc) 1 rank. Total: +3.
  • Sense Motive 2 ranks. Total: +2.
  • Spot (cc) 1 rank. Total: +1.
  • Survival (cc) 1 rank. Total: +1.
  • Swim 2 ranks. Total: +5.
  • Tumble 4 ranks. Total: +7.
Feats:
  • Combat Expertise.
  • Combat Reflexes.
  • Two Weapon Fighting
Languages:
  • Erenlander.
  • Colonial.
  • Orcish.
Racial Abilities:
  • +2 Str, -2 Con.
  • Base Speed: 30 ft.
  • 2 Extra Feats at 1st evel.
  • 8 extra skill points at 1st level and 2 extra skill points at each additional level.
  • 4 bonus ranks in one Craft or Profession skill of the player’s choice.
  • Knowledge (central erenland) as a class skill.
Class Abilities:
  • Unarmed Strike: A defender gains advantages over other characters when fighting unarmed. A defender deals 1d6 points of damage with a successful unarmed attack (1d4 points of damage for Small defenders and 1d8 points of damage for Large defenders). A defender also gains the benefits of the Improved Unarmed Strike feat when attacking unarmed. Usually, a defender`s unarmed strikes deal normal damage rather than subdual damage when grappling.
  • Stunning Attack (Su): The defender can use this ability once per round, but no more than once per class level per day. The defender must declare he is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the defender is forced to make a Fortitude saving throw (DC 10 + one-half the defender`s level + Str modifier). In addition to receive normal damage, if the saving throw fails, the opponent is stunned for one round. The stunning attack is a supernatural ability.
Heroic Path: Giantblooded.
  • 1st level: large-size.
    Large-size: the giantblooded character becomes large, this results in a -1 size penalty to all attack rolls and to AC, a -4 penalty to hide checks and makes the character space into 10ft. and gives her reach of 10ft. Note that size bonuses are applied to the bull rush, disarm, grapple, overrun and sunder special combat actions and to the Knockdown and Keep Away abilities.
  • Great Stamina: the giantblooded character has incredible stamina, allowing her to treat her Constitution ability score as if it were two points higher when calculating hit point bonuses.
Equipment
  • Backpack.
  • Traveler’s Outfit.
  • Smith’s Tools.
  • Smith’s Light Hammer (Medium-size).
  • Dagger (medium-size).
  • Flint and Steel.
  • rations (5 days worth).
  • Belt Pouch x2.
 

Nifelhein

First Post
[size=+2]Aryal[/size]
Medium-size Male Danisil, Shadow Walker, Wildlander 1st.

Height: 3’8” + 9 (5+4) = 4’5” (1,34 m).
Weight: 65 lbs. + 36 (9x4) = 102 lbs (46 Kg).
Age: 110 + 15 (4+4+1+2+2+2) = 125 years old.

Aryal is a typical danisil, haing dark skin, dak eyes, shoulder long hair with dread locks and a feral temperament. Aryal has a unlikely conscience of the war the elves fight against the orcs, he knows that his home has far more dangerous creatures than orcs, but he is sure that while they have adpted to their lifestyle they ure unprepared for such great numbers of orcs.

From his conscience he developed a taste for hunting orcs, when he became an adult he asked his tribe for permission to be trained by a Caransil wildlander, his tribe was most upset by the request but allowed him to do so.

Aryal was trained on the orc front and while his ability to pass unnoticed and attention to his surroundings were greatly developed he also learned how to better read what he sees and hears, his survival skills increased as he gained knowledge of a very different climate.

But it was Aryal’s trainment conclusion that is something of notice, when his master finally said he was a able orc hunter and a master of subterfuge and surprise he than decided to test his abilities, much like the rite of passage to adulthood Aryal took the woodland frontier and sneaked up a encampment of orcs during the night, he was to test his abilities at the orcs own terms.

He stayed at the encampment and started slithing throats, as some orcs went far from their comrades Aryal appeared behind them and slayed them, that is not to say he went unnoticed, the orcs soon discovered the murderers and searched for the killer, and that was what Aryal wanted, when the encampment was aware and ready he sneaked past guards and patrols and went into the commander’s tent, there he took a ring made of gold and slayed the commander’s nwly born child, setting the tent ablaze when he left.

But Aryal had been too confident of his abilities, when he was about to leave the burning tent a patrol of orcs arrived, he did see them, but was unable to avoid them, so he had to fight and be quick before more of them arrived, and so he fought, the orc were around 10 , he fought well and killed 2 of them, but they were many, their strength was awesome and they were already surrounding him. It was then that he remembered of how some rare warriors would jump, heel and dodge blows while passing near armed foes, he decided that it was his only chance, in a desperate attempt to flee he jumped, heeled, rolled and went away, a single blow of one of the orcs landed on his chest and he quickly went away with the orcs shoutng behind him and trying to catch up.

That blow almost killed Aryal and he knew it, after sometime he stopped and used stopped the bleeding with his healing touch, and a little delirious he was found by an elven patrol that went to investigate the shouts and why some orc patrols were entering deeper into the wood than it was common for them.

After that he knew he needed to refine his skills, his abilities were indeed great, but not he needed to make them better, he anted to learn how to dodge blows while maneuvering in the air, in a beautiful and dred dance, he wanted to become a subtle warrior that would spring from the shadows and to them return, he wanted to become a soul of the shadow. He went away after preparing for a long journey, he told to his own that he would return to his homeland, but to be what he wanted to required him to learn of the ways of the world, the war against the orcs was one fought in al of eredane, and so he started a never ending journey with the single purpose of refining his skills and fight the shadow anywhere it could be found.


HP: 8

Str 16 (+3)
Dex 14 – 16 (+3) (+2 race)
Con 12 – 10 (+0) (-2 race)
Int 14 (+2)
Wis 11 (+0)
Cha 11 (+0)
Alignment: Chaotic Good.

Saves: Fort +2, Ref +3, Will +2
AC: 13 (+3 Dex), Flat-footed 10, Touch 13.


Single Attack: Sepi +4 (+5 when wielding two sepi); or Shortbow +4.
Full Attack: Two Sepi +3.
Damage: Sepi 1d4+3/ 19-20 (x3) (1d4+4 against orcs); Shortbow 1d6/ 20 (x3) (1d6+1 against orcs if within 30 ft.).

Skills:
  • Climb +5 , +9 when climbing trees (2 ranks);
  • Craft (Bowmaking) +4 (2 ranks);
  • Heal +2 (2 ranks);
  • Hide +5, +9 in forest, jungle, and woodland (2 ranks);
  • Jump +5 (2 ranks);
  • Knowledge (nature) +4 (2 ranks);
  • Listen +8 (4 ranks);
  • Move Silently +5, +9 in forest, jungle, and woodland (2 ranks);
  • Search +8 (4 ranks);
  • Spot +8 (4 ranks);
  • Swim +4 (1 ranks);
    Use Rope +4 (1 ranks);
  • Survival +4 (4 ranks).

Feats: Two Weapon Fighting.

Languages: High Elven Pidgin, Jungle Mouth (Automatic), Erenlander and Halfling (Bonus).

Racial Abilities:
  • +2 Dex, -2 Con;
  • Medium-size;
  • +2 racial bonus to all Will saves;
  • Low-light vision;
  • Proficiency with Sepi, longbows and shortbows, treat elven exotic weapons as if it were martial;
  • +4 racial bonus to Listen, Spot, and Search;
  • +4 racial bonus to Climb checks when climbing trees;
  • +4 racial bonus to Hide and Move Silently checks in forests, jungles, and woodlands;
  • Knowledge (nature) and Knowledge (Aruun) as class skills, +4 to Survival checks in forest, jungle, and woodland environments;
  • 2 extra points of spell energy;
  • Inherent spell-like ability: Cure Minor Wounds 1/day, Guidance 1/day, Purify Food and Drink 1/day;
  • +1 to all attack rolls when fighting with two Sepi fighting knives.

Class Abilities:
  • Master Orc Hunter (+1 to Bluff, Listen, Sense Motive, Spot and Survival checks against orcs; +1 to damage rolls againt orcs up to 30 ft.);
  • Wild Empathy (diplomacy checks can be made to improve the attitude of an animal, add Wildlander level to the check).

Heroic Path: Shadow Walker.
  • 1st level: Night Vision – Darkvision 60 ft.

Equipment
  • Backpack.
  • Traveler’s Outfit.
  • Shortbow.
  • Sepi Fighting Knife x2.
  • Bowmaker Tools
  • Flint and Steel.
  • rations (5 days worth).
  • Belt Pouch x2.
 

Nifelhein

First Post
[size=+2] Hadwyn [/size] the Nature Spirit
Medium-size Male Miransil, Warg Wildlander 1st.


Height: 5ft tall (or 1.52 meters)
Weight: 88 lbs. (or 39.900 Kg)
Age: 139 years

Hadwyn is a Miransil that was born in a small island away from the continent of erethor, the community there was small and lived very close to nature, the town of Sahia has been isolated and during many years they developed a strong affinity to the island and its denizens.

Hadwyn grew into a fine man and as the years passed he started to show that he was not just a simple man, he learned the ways of the animals and like them he seemed to be able to find anything and anyone on the wilderness, he said to his friends he could sense their smell and how he could tell a person rom another one, this and his talent for hunting on the ground made him the greatest Hunter and Tracker the Miransil of Sahia had ever seen.

Sometime after he became an adult he decided to participate on a dive hunt, that event would change his life forever. Hadwyn dived and stayed under the water for a very long time, during his dive he found a sunken part of the City of the Sea and went inside, there he found the outmost chambers were already plundered, but he also found a doorway, a long and dark doorway, so he went deeper into it and as he entered he started to feel strange, sometime after that he saw that something he could not believe, a ghostly visage was coming right behind him, clawed hands and horrid face trying to grasp him, he went deeper into the ruins in a desperate attemp to find refuge, his breath almost gone, he found himself inside a great room where stattues and glittering treasure were all around, he would be amazed if not for the fact that he went too far into the ruins and that he as already drowning.

Before he could even try to get his way into the surface that ghostly figure found him, when it came to him his body shivered and terror took control of him, he tried to fight but when the ghost touched him he felt that it was entering his body and grasping his soul, he then, lost consciousness.

When Hadwyn woke up he was in a beach, one that was not rfom his home island, that he could tell, his head hurted and his body was a little strange, after sometime he found that he had a great injury right on the torso and that it was like he was burnt. He looked around the beach and later walked through the island and found none, he then entered the forest in an attempt to find trace of his home and friends, after days he had walked all the island and hope was lost for him, no other island was visible from that one and he felt sorrow and fear.

After many years in the island Hadwyn became a little deluded, he started talking to animals and plants alike, he would speak to himself and that was how he developed what would become the first and most noticeable trait of his personality: he was told, by the island animals and plants that he was taken there to learn the ways of the nature, to be freed from his civilized prison and to become one with nature.

He learned that the ghost visage was a spirit of nature and that he was chosen by it to become a protector of nature, the scar on is torso showed where the spirit touched and blessed him, becoming one with him, and that was how he has been living on that island up to day, he developed some tools for helping he survive and made a home in the tallest tree of the tallest part of the island, from there he has watched over the island since then.

Hadwyn then made up a story where he would be taken out of the island when he would be ready and so he has been waiting for that day anxiously, the day when he would be taken out of the island he started to call simply Ocean and be taken back to the great continent, where his skills and powers would grant him the guardianship of a great section of the forest.

The island is a strange place with two unique featues that Hadwyn quickly learned to fear and respect, first of all there were fell beasts, creatures that attacked anything that neared the ocean or was at it, he called this creatures the ocean hunger, for they would never get out of the sea, never went ashore and fed themselves on whatever they could grasp. The second aspect of the island that Hadwyn discovered is an ancient mausoleum located right in the centre of the island, it is almost like a graveyard, but has a small temple in the center. Hadwyn has been close to it several times, but have yet to muster the courage to go inside the temple, for it is covered in vines and foliage from hundreds of years of neglect.

Hadwyn believes that the teple, which he calls heart of the ocean, is the place that he has to protect, it chills him just to near the place, the smell of it is unique, and he cannot tell what it is, but it is his duty to make sure it is protected and the connection of it with the hunger is plain, or at least so hadwyn believes.

The heart is where all those who die at the island should be taken there the hunger can be weakened and there every animal or humanoid shall rest, Hadwyn has developed a habit to take a part of his hunt and offer it to the heart, this is what he call ritual of the ocean heart.

Another ritual hadwyn has developed through the years is the ritual of the ocecan hunger, whenever the hunger is seen in action Hadwyn observes carefully and when it is over he makes a mark on the nearest tree, this has made Hadwyn amrk many trees that surround the island and is a ritual that hadwyn believes that will ensure the passing of the dead for the flow of the sea, for there is where everything shall end, at the ocean, be it through the hunger or throught the heart.

It was a moon cycle ago that he learned of another humanoid that was on the island, he does not know how he gotthere, but has been watching him from afar and believes that this man is there for the same reason he is, he was chosen to be a spirit, like he was, and so he shall not interfere with his learning, if and when he would become worthy he would be gifted with his presenc, for he is a much more experient spirit and to meet him would be to meet a master Hadwyn never met.

On the last few days Hadwyn saw ships coming throught the sea and so he waited for them to get closer, those could be his chance of going home, those could be the bringers of his glory. The ships were circumnavigating the island and Hadwyn saw on board great humanoids with tusks protruding out of their jaws, he waited for those boats to come closer, but that never happened, the hunger of the ocean went to meet them, Hadwyn saw the last of the crew be taken and went inland performing a ritual he developed over the years, the ritual of the ocean.


HP: 9

Str 16 (+3)
Dex 14 (+2 race) – 16 (+3)
Con 15 (-2 race) – 13 (+1)
Int 10 (+0)
Wis 14 (+2)
Cha 8 (-1)
Alignment: Chaotic Neutral.

Saves: Fort +3, Ref +3, Will +2.
AC: 13 (3+ Dex), 10 Flat-footed , 13 Touch.

Single Attack: Dagger +4. Spear +4. Grapple +4
Full Attack: Dagger +4. Spear +4.
Damage: Dagger 1d4+3. Spear 1d6+3.

Skills:
  • Animal Empathy 1 rank. Total: +0.
  • Climb 2 ranks. Total: +5; +9 when climbing trees.
  • Craft (bowmaking) 2 ranks. Total: +2.
  • Handle Animal 1 rank. Total: +0.
  • Heal 1 rank. Total +3.
  • Hide 1 ranks. Total +4.
  • Knowledge (nature) 2 ranks. Total: +2.
  • Listen 2 ranks. Total: +6.
  • Move Silently 1 ranks. Total: +4.
  • Search 2 ranks. Total: +4.
  • Spot 2 ranks. Total: +6.
  • Swim 2 ranks. Total: +9.
  • Use Rope 1 ranks. Total: +4.
  • Wilderness Lore 4 ranks. Total: +6; +8 in coastal or marine environments; +12 when Tracking; +14 when tracking in coastal or marine environments.
Feats:
  • Track
Languages:
  • High Elven.
  • Jungle Mouth.
Racial Abilities:
  • +2 Dexterity, -2 Constitution.
  • Sea Elf base speed is 30 ft. Sea elves add 5 ft to their swim speed when swimming as a move-equivalent action and 10 ft when swimming as a full-round action.
  • +2 racial saving throw bonus against Enchantment spells or effects.
  • Sea elves can hold their breath a number of rounds equal to six times their Constitution score.
  • Low-light vision.
  • Proficient with longspear and javelin; proficient with longbows and shortbows (normal and composite).
  • +2 racial bonus on Listen, Search and Spot checks.
  • +4 racial bonus on Climb checks when climbing trees.
  • +4 racial bonus on Swim checks.
  • +2 racial bonus on Profession (boater, fisher, and sailor) checks.
  • +2 racial bonus on Craft (shipmaking) checks.
  • Knowledge (nature) and Knowledge (Miraleen) as class skills. +2 racial bonus on Knowledge (nature) and Wilderness Lore checks in coastal and marine environments.
  • 2 extra points of spell energy.
Class Abilities:
  • Bloodhound (Ex): The wildlander receives a +6 competence bonus to Wilderness Lore checks made when tracking. In addition, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so.
Heroic Path: Warg.
  • 1st level: Wild Sense: Scent.
    Scent

    This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

    The creature can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

    The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a standard action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.

    The creature can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

    Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures such as sharks, however, have the scent ability and can use it in the water easily.

    False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.

Equipment
  • Explorer’s Outfit.
  • Stone Dagger.
  • Spear.
  • Belt Pouch x2.
 

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