update of character.
Name:Kestrel Pathfinder
Race:Tangler [Elf, Wood]
Class: Ranger 2/Martial Artist 6
Level:8
Align:Neutral Good
Str 14 [4] +2 race +2
Dex 24 [10] +2 race +2 levels +4 enhancement +7
Con 12 [6] -2 race +1
Int 13 [8] -2 race +1
Wis 14 [6] +2
Cha 12 [4] +1
Move: 30/60 w/surge
Initiative: +7
Saves:
Fort 9 [+1 con]
Ref 15 [+7 dex]
Will 4 [+2 will]
HP:44
AC:19 [+7 dex, +2 class ]
Parry: +19 [8 B.A.B +7 dex +2 Finessable +2 light +2 enchantment -2 twoweapon style] two-weapon
+18 [+8B.A.B +7 dex +2 Finessable+1 enhancent] Two handed
+20 [+8 B.A.B +7 dex +2 Finessable +3 enhancement] vs Evil Outsiders
all -1 w/flurry
B.A.B +8
Melee +10 +15 w/weapon finesse
Range +15
Spear 17/12 1-8+6 crit 20/x3 P reach
flurry 16/16/11 1-8+6 crit 20/x2 P reach
Two-Weapon +16/16/11 1-8+5 P/1-8+3 B crit 20/x2
Two-Weapon flurry 15/15/15/10 1-8+5 P, 1-8+3 B crit 20/x2
VS. Evil Outsiders 19/14 1-8 +10 +2d6 crit 20/x3 P
flurry 18/18/13 1-8+10 +2d6 crit 20/x3 P
Javelin 15/10 1-6+2 crit 20/x2 P RI 30'
Feats:
Planar Touchstone [bonus]
. Base Ability: You automatically sense the location of any variety of portal within 30 feet, though you gain no further information from this ability. In addition, Whenever someone uses a teleportation or plane-shifting spell or effect to arrive at a spot within 30 feet of you, you may make a DC 10 Wisdom check to predict where they will arrive one round before they do. Recharge Condition: Conquer the Qillathe. Although most of the Tangle is stable as far as portals go, in certain places the vegetation has grown so thick that it forms a web of interlinked passages towering into the sky. These areas, called Qillathes after the famous Tangler ranger who first discovered their potential, are natural labyrinths and homes to all sorts of plant creatures. The fecundity of the areas mean that portals open and close with a frequency unmatched elsewhere on the plane, making these excellent training grounds for natives who wish to hone their natural skills. By meditating in the heart of a Qillathe, the character meets the recharge condition for the higher-order ability of the Tangle. Navigating there requires a complex Survival skill check, with a DC of 17 and requiring 5 successes. Failure means that the unlucky seeker is shunted 2d100 miles in a random direction by a portal he or she failed to catch. Higher-Order Ability: A true Tangler knows that all planes are permeable, and not merely the one he or she calls home. Training in a Qillathe grants the power to use the energies generated by growing plants to move great distances in a short period of time. Once per day, a character with this ability may invoke a tree stride spell as a 15th-level Ranger. Higher-Order Uses: 4
Planar Touchstone [x2]
Tila’kun (Island Tribes) Touchstone:
Tila’kun is awash in positive energy, which sustains the body and comforts the soul. At least, that’s what it does for natives. Those who do not have the awareness of mind, soul, and body necessary to control this embarrassment of riches soon finds that unwanted and ultimately cancerous growth soon causes their health to take a turn for the worst. Still, the experience inclines one to believe the long-standing rumor that the wellsprings of life are to be found somewhere on this plane. This power manifests in different ways, however. So rigidly segmented is life on Tila’kun that two distinct higher-order abilities have evolved, one for the lawful monastery-dwellers and one for the more primitive tribesmen. Whether discipline or freedom leads to the greatest enlightenment is an open question, but it is certain that the life-energy that suffuses this plane makes Tila’kun’s peoples the most resilient and healthy of the various branches of demihumanity, by a wide margin. Initial Encounters: This is a special planar touchstone that covers the entire plane; therefore there are no special encounter tables for the area as there are for more precisely localized touchstones. Instead, any character who spends at least 3 months on the plane, without leaving for more than 24 hours at a time, is considered to have attuned him- or herself to the plane, and automatically gains the base ability without the usual ritual or expenditure of an attuned item. Subsequent Encounters: See above. Base Ability: You recover twice the normal number of hit points and ability points in a day of rest or light activity. Even on days of strenuous activity you regain 1 hit point per level per day and a single ability score point. This also allows you to harmlessly dissipate temporary hit points at will, at a rate of 1 point per round, allowing you to survive even on minor positive dominant planes. Recharge Condition: Defeat all challengers in the sacred Kuolokai ritual. This violent contest generates a controlled reserve of positive energy just as the Astral traveling of the monasteries does, but uses and altogether different method. The ritualized combat entails a group of men, sometimes ranging into the hundreds, beating each other into unconsciousness over a long span of time. Combat takes place normally, except that all contestants strike for nonlethal damage only and each round lasts one full minute. As the day wears on and more and more people fall, those left standing can capitalize on the stressful experience and gain the ability to rapidly heal wounds in future battle. Roll on the chart below to find the character’s opponent; he or she must defeat at least 3 challengers (and take damage in those battles) in order to meet the recharge condition for this higher-order ability: Sample Kuolokai Challengers: d% Encounter 01-20 6th-level Ranger 21-50 7th-level Barbarian 51-75 8th-level Martial Artist 76-90 9th-level Barbarian 91-100 10th-level Monk Higher-Order Ability: The severe and repeated beatings of the Kuolokai ritual prepare your body to quickly spring back from even the most grievous of injuries. Once per day you may use this ability and gain the effects of a vigor spell, as cast by a Druid with a caster level equal to your character level. Higher-Order Uses: 5
Yesheveran (Surface-Dwellers) Touchstone:
The wild growth found throughout Yesheveran is not due to a high level of positive energy, as many have speculated; it’s just hard-fought evolutionary progress, achieved the hard way. In fact, Yesheveran has the opposite problem; small but significant leaks of negative energy create regular plagues that sweep across the surface and the depths of the Underdark, and it is only the adaptability and resilience of the native creatures that gives them any hope for survival. But survive they have, and even thrived, thanks to a deep connection with the plane that has developed over many millennia of inhabitation by sentient beings and due to the omnipresent and surprisingly nutritious plant life, nurtured by the ever-present light that spills out from the very atmosphere of Yesheveran. All this hard evolution has inspired a taste for the finer things in life among the Yesheveran. In fact, they have had so long to adapt to the plane that they have come to see the diseases that constantly recur among them as perfectly normal, and have turned to the pleasures of mercantilism with great joy. The drow create the goods, the surface dwellers buy them, and the nature of the plane itself encourages the status quo, so long has it has it lasted. Initial Encounters: This is a special planar touchstone that covers the entire plane; therefore there are no special encounter tables for the area as there are for more precisely localized touchstones. Instead, any character that spends at least 3 months on the plane, without leaving for more than 24 hours at a time, is considered to have attuned him- or herself to the plane, and automatically gains the base ability without the usual ritual or expenditure of an attuned item. Subsequent Encounters: See above. Base Ability: You gain a +4 bonus on all Fortitude saves versus diseases. In addition, you do not fail saves against diseases on a natural 1; treat the 1 as you would any other number and calculate the results accordingly. Recharge Condition: Most Yesheveran stay within their village, their valley, or at least their range of rocky crags, but some are more adventurous souls. Those surface-dwellers who habitually move around a lot, or who suffer through a particularly vicious plague period, sometimes contract what is known as Yesheveran Zero Plague, an incredibly virulent disease that protects the host even as his body crawls with disease-producing organisms. In a sense, this is the ultimate communion with the plane’s ecosystem, but most see it as a curse as much as a blessing. To contract Yesheveran Zero Plague, someone who has already gained the base ability for this touchstone must make Fortitude saves against at least 3 different diseases in no more than 3 days, regardless of success or failure. Higher-Order Ability: Yesheveran Zero Plague is so virulent that it simply doesn’t allow for any other diseases to take root in your body while you fight it off. This grants you complete immunity to all diseases, and you may cast contagion once per day at your character level (save DC is 10 + ½ your HD + your Con modifier). However, you must periodically “let off steam” and infect another member of your race at least once a week or the rapidly-mutating pathogens overwhelm you, and you immediately develop the symptoms of the Plague. Roll on the chart below to determine how the Plague manifests: Yesheveran Pullulative Plague Symptoms: d% Disease Damage Save DC 01-16 Mindfire 1d4 Int 20 17-32 Shakes 1d8 Dex 21 33-48 Slimy Doom 1d4 Con 22 49-64 Red Ache 1d6 Str 23 65-80 Cackle Fever 1d6 Wis 24 81-96 Suppurative Rash 1d2 Str, 1d6 Cha 25 97-100 Mummy Rot 1d6 Con, 1d6 Cha 26 - MM, p. 190 Higher-Order Uses: 10
Track [Ranger 1]
Weapon Finesse[MA 1]
Weapon Focus Spear [1st]
Two- Weapon Fighting [Ranger 2]
Weapn Specailization, Spear [MA 5]
Skills:
Perception 9 [5 ranger +2race +2wis]
Climb 13 [11 +2 str]
Knowledge, Geograpy 6 [ 5 ranger +1 int]
Knowledge, the Planes 6 [5 ranger +1 int] ranger class skill, no heal or use rope
Planar Geomerty 14 [11 +1 int +2 syn] ranger class skill no hide or move silently, Martial Artist class skill no bluff or Concentration
Survival 7 [5 ranger +2 wis]
Jump 15 [11 + 2 ranger +2 syn]
Balance 15 [6 +7dex +2 syn]
Tumble 15 [6 +7 dex +2 syn]
Racial Abilities:
Low Light Vision
+2 search and perception
Immune to sleep effects
Class Abilities:
Surge +2 str +2 dex double move for 4 rounds 1/day
Finishiing Move AC 11 for additional 2d6 damage
Wild Empathy +3
Combat Style: Two-weapon
Favoured Enemy: Evil Outsiders +2 damage, bluff, etc.
Martial Secerets:
Spear Form
Equipment:
Valkaries Lance +1 Evil Outsider bane two-weapon style long spear 8,415 gp
under Everburning enchantment
18 Javelins 18 gp
Efficient Quiver 1,800 gp
Gloves of the Viper: snake skin gloves of +4 dexterity 16,000 gp
Explorer's Outfit 10 gp
Travelers outfit 1gp
Cold Weather Outfit 8 gp
2 wearks Dry Rations 7 gp
50' silk rope 10 gp
water skin 1 gp
bedroll .5 sp
winter blanket 1 sp
Backpack 2 gp
2 touchstones 500
20 pp
27 gp
4 sp
Background: As his name suggests, Kestrel started as a guide, on his home plane of Tangle. He later expanded to include other planes. He has recently come to Dromus, where he joined the Fadac.