Baellas Eytherathem | |
---|---|
Aliases | None |
Faction | Free League |
Home | Sorel |
Gender | Male |
Age | 128 |
Hair | Blonde |
Eye Color | Green |
Height | 5'2 |
Weight | 108 lb |
Race | Elf |
Class | Ranger 5 |
Level | 5 |
Experience | 25,095/35,000 |
Hit Points | 60/60 |
Coin | 2,700 |
Current Status | Active |
Played by | Crave |
Ability | Score | Mod |
---|---|---|
Strength | 12 | +1 |
Dexterity | 20 | +5 |
Constitution | 14 | +2 |
Intelligence | 11 | +0 |
Wisdom | 16 | +3 |
Charisma | 10 | +0 |
Armor Class | Base | Dex Mod | Armor | Shield | Misc |
---|---|---|---|---|---|
Standard AC | +10 | +5 | +3 | 0 | 0 |
Touch AC | +10 | +5 | N/A | N/A | 0 |
Flat-Footed AC | +10 | N/A | +3 | 0 | 0 |
Saving Throws | Base | Mod | Other |
---|---|---|---|
Fortitude | +4 | +2 | 0 |
Reflex | +4 | +5 | 0 |
Will | +1 | +3 | 0 |
Type | BAB | Mod |
---|---|---|
Melee | +4 | +1 |
Range | +4 | +5 |
Initiative | +5 | 0 |
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Combat Maneuver Bonus | +4 | +1 | 0 |
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Combat Maneuver Defence | +10 | +4 | +1 | +5 | 0 |
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Skills | Class | Mod | Rank | Misc |
---|---|---|---|---|
Acrobatics1 | +0 | +5 | +5 | 0 |
Appraise2 | +0 | +0 | 0 | 0 |
Autohypnosis3 | +0 | +3 | 0 | 0 |
Bluff4 | +0 | +0 | 0 | 0 |
Climb5 | +3 | +1 | +3 | 0 |
Craft6 | +3 | +0 | +2 | 0 |
Diplomacy7 | +0 | +0 | 0 | 0 |
Disable Device8 | +0 | +0 | 0 | 0 |
Disguise9 | +0 | +0 | 0 | 0 |
Escape Artist10 | +0 | +5 | 0 | 0 |
Fly11 | +0 | +5 | 0 | 0 |
Handle Animal12 | +3 | +0 | +2 | 0 |
Heal13 | +3 | +3 | +1 | 0 |
Intimidate14 | +3 | +0 | +2 | 0 |
Knowledge15 | +3 | +0 | +3 | 0 |
Linguistics16 | +0 | +0 | +1 | 0 |
Perception17 | +3 | +3 | +3 | +2 |
Perform18 | +0 | +0 | 0 | 0 |
Profession19 | +3 | +3 | +1 | 0 |
Psicraft20 | +0 | +0 | 0 | 0 |
Ride21 | +3 | +5 | +1 | 0 |
Sense Motive22 | +0 | +3 | 0 | 0 |
Sleight of Hand23 | +0 | +5 | 0 | 0 |
Spellcraft24 | +3 | +0 | 0 | 0 |
Stealth25 | +3 | +5 | 0 | 0 |
Survival26 | +3 | +3 | +5 | 0 |
Swim27 | +3 | +1 | +1 | 0 |
Use Magic Device28 | +0 | +0 | 0 | 0 |
Use Psionic Device29 | +0 | +0 | 0 | 0 |
Total Skill Points Spent | 30 |
Crafting Skills | Bows, Leather |
---|---|
Knowledges | Dungeoneering, Geography, Nature |
Languages Spoken | Common, Elven |
Languages Read | Elven |
Perform Specialties | None |
Professions | Hunter |
Feats:
- 1st: Point Blank Shot
- 3rd: Precise Shot
- 5th: Bullseye Shot
- 7th:
Class Abilities:
- Track
- Wild Empathy
- Endurance
- Hunter's Bond (Unused)
Combat Style: Archery
- 2nd: Rapid Shot
- 6th:
- 10th:
- 14th:
- 18th:
Favored Enemies
- Humanoid (Orc)
Favored Terrains
- Forest
Racial Abilities:
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
- Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Sleep: Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though these dreams are actually mental exercises that have become reflexive through years of practice. The Common word for an elf’s meditation is “trance,” as in “four hours of trance.”
- Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
- Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
- Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Weapon | Attack Bonus | Damage | Crit | Range | Damage Type |
---|---|---|---|---|---|
Masterwork Composite Longbow | +10 | 1d8+2 | x3 | 100 ft | Piercing |
Masterwork Longsword | +7 | 1d8+2 | 19-20/x2 | 0 | Slashing |
Armor Name | Armor Bonus | Max Dex | Arcane Spell Failure | Movement Speed | Weight |
---|---|---|---|---|---|
Masterwork Studded Leather | +3 | +5 | 0% | 30 ft | 20 lb |
None | 0 | 10 | 0% | 30 ft | 0 lb |
Slot | Item | Description |
---|---|---|
Head | None | None |
Face | None | None |
Neck | None | None |
Shoulders | Wool Cloak | Grey Cloak |
Torso | Masterwork Studded Leather | Finely Crafted Black Leather |
Arms | None | None |
Hands | None | None |
Right Ring | None | None |
Left Ring | None | None |
Waist | Swordbelt | Well Used Swordbelt |
Feet | Leather Boots | Soft Leather |
Pack | Handy Haversack | Worn on back |
Other Possessions
Dagger
Spells | ||
---|---|---|
Level | Per Day | Save DC |
1st | 2 | 14 |
Abundant Ammunition: Replaces nonmagical ammunition every round.
Air Bubble: Creates a small pocket of air around your head or an object.
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Ant Haul: Triples carrying capacity of a creature.
Anticipate Peril: Target gains a bonus on one initiative check.
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Call Animal: Makes an animal come to you.
Calm animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
Compel Hostility: Compels opponents to attack you instead of your allies.
Dancing Lantern: Animates a lantern that follows you.
Deadeye's Arrow: You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
Deadeye’s Lore:
Defoliate: You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect the Faithful: You can detect other worshipers of your deity.
Diagnose Disease: Detect and identify diseases.
Dream Feast: Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Glide: No fall damage, move 60 ft./round while falling.
Gravity Bow: Arrows do damage as though one size category bigger.
Hide from animals: animals can't perceive one subject/level.
Horn of Pursuit: Create three notes heard miles away.
Hunter's Howl: Treat enemies as favored for 1 round/level.
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Gain +2 Perception and low-light vision.
Know the Enemy: Gain +10 on a monster Knowledge check.
Lead Blades: Melee weapons damage as if one size bigger.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Longstrider: Your base speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Negate Aroma: Subject cannot be tracked by scent.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Read Weather:
Residual Tracking: Tell creature's appearance by footprint.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Returning Weapon: Grants a weapon the returning special weapon quality.
Speak with animals: You can communicate with animals.
Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Nature's Ally I: Summons creature to fight for you.
Sun Metal:
Tireless Pursuit: Ignore fatigue while hustling.
Unbreakable Heart: Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.
Wartrain Mount: Animal gains combat training.
The faithful High Elf servant of Silwen Mythamir.
All that is known is his parents were exiled for some unknown crime, and as a result Baellas was forced into service of the people as a child. Showing an aptitude for hunting, he was placed with the rangers assigned to hunt and feed their community.
In time, he developed a bond with Silwen and when she left their homeland, he followed to protect her and try to convince her to return.