Post by Griffith! on Jan 16, 2015 20:15:30 GMT
Soren Eleazar
Played by: Griffith!
Character Sheet: Ranged Smite
Other Characters: N/A
Race: Human
Classes: Ranger 2, Paladin 3
Effective Character Level: 5
Gender: Male
Age: 23
Alignment: Neutral Good
Deity: Lathander
Height/Weight: 5'7", 170 pounds
Personality: A direct, forthright person, Soren is the kind of man who believes if there is a wall in front of you, you should go through it. He has a lot of complicated metaphors and homilies about arrows and the sun, but in the end, his entire veiwpoint could be summed up thus: There are good things and bad things, right things and wrong things, and the world is better when people can tell the difference, and act accordingly.
Appearance: Soren is a handsome man, deeply tanned by long exposure to the sun and weather. He has yellow eyes, the collor of sunflowers in bloom, and chestnut brown hair swept out of his face by a careful hand. He prefers to dress simply, in the road-worn clothes he favored as a ranger. But, as the last scion of a noble family, he is capable of dressing up as well. His armor he inherited from the Paladin who squired him, his bow came as a gift from the Dawn. He still wears the sword and sigil of his fallen house, though he does not yet know if he should devote himself to the service of the Church, or to his own family.
History: Born in 1324 CR to the noble house of Eleazar, faithful servants to the Crown of Cormyr, Soren was his mother's pride. A chubby newborn with brown hair, golden eyes, and nimble fingers, nobody could have guessed what paths his life would follow.
Always a fast learner, Soren grew into his talents quickly, developing the sly tongue and instinctive, easy grace that would serve him so well in the future. He became a favorite of the palace Huntsman, learning the ways of bow and trap at an early age. He was the darling of the castle, charming family and servants alike with his skill and wit. But while he was growing into his skill, he was also growing willful, spoiled, and proud.
He knew from an early age that he wouldn't inherit the keep or the family sigil - those would belong to his brothers. As the third son, he was fit only to charm and amuse, and someday to enter the military or a church and bring some prestige to his brother's house. It may have been resentment or youthful pique, but either way it was his ruin - in 1339 CR the Eleazar house played host to thier influencial allies, and Soren's bed played host to thier daughter.
An embarassment to the family and to the kingdom, his family decided the best thing for him would be some time away. Officially, he was sent to a distant holding belonging to his mother's eldest sister, but the truth was somewhat more grim. Taken from the comfortable castle life he'd always known, Soren was forced into an expeditionary force distpatched to the fringes of the Forest Kingdom. There he was worked harder than he'd ever been before. But once again, it was his charm and easy skill that saved him. He was seperated from his group during a routine foray, and the body of the expedition was set upon by orcs. They wouldn't have survived without young Soren's quick shot and keen eyes.
After this, his first misadventure, he began training in earnest with the rangers, honing his ability to skrimish, to track and to hunt. He was near twenty years by the end of his time with the Rangers, and those five years absent from the comforts of the family castle had changed him. He was calmer, and rougher - his resentment faded and his wild streak curbed. But he wasn't his mother's darling any more - his family seemed foreign, almost strangers.
It was a kind of releif when the call came out for soldiers and adventurers in 1345 CR, at the outset of what would be called the Goblin War. Over the course of that and the next year, he fought skirmishes and pitched battles across Cormyr, doing what he could to protect the Land of the Purple Dragon as a proud Cormyte. But then, as is the way with war, tragedy struck. The house of Eleazar was raized in the night, the keep and the family destroyed in a single attack. Soren had now gone from last in line to sole heir in a night.
He fell into a black despair at the loss of his family and one time home. It was during this time that he found his faith and his calling - his companions through much of the conflict included an aging Paladin of the Morninglord and a young preistess of the same. Though Soren had always paid service to Lathander, he was no devout. But these friends helped him through the worst of his loss and through thems he found renewed faith. On the morning before the fateful battle that ended with Azoun IV and Nalavarauthatoryl slain at each other's hands, he awoke to a vision of the Moringlord and a shining longbow - the gift of a god.
He carried that bow for the first time in the last battle of the Goblin War, and though he fought well it was not well enough - his friend and mentor, the Paladin through whom he'd felt Lathander's light, was slain in battle, a ring of orcish raiders surrounding his corpse.
Soren was heartbroken at this, yet another loss, but found his resolve only strengthened, rather than weakened. He would take up the fight his friend had left unfinished, and restore light to Cormyr again. There were many more nights of blood and darkness ahead of him, but as any servant of the Morning knows, the sun also rises - and there are days of work to come.
Threads:
Party Role Proficiency:
Battlefield Control: 4
Buffer: 4
Curiosity: 3 A couple odd abilities keep you on your toes.
Debuffer: 4
Dominator: 4
Game Changer: 4
Healer: 3 Lay on Hands, and later healing spells.
Meat Shield: 3 He should be able to take a beating, but he's no tank.
Melee Damage: 3 He's not a tow-to-toe kind of guy, really. Smites don't work without his bow.
Mobility: 2 He's immune to fear and paralasys, for starters.
Party Face: 3 he has a couple face skills.
Ranged Damage: 1 The bow is his area of expertise. If I did this right - and I think I did - his smites will be pretty decent.
Sage: 2 He has a few knowledges, but none of them are very high.
Scout: 3 With only two levels of ranger, he's no ideal scout.
Thief: 4
Summoner: 4
Trapfinder: 4
Racial Abilities:
Bonus Feat: Bonus Feat at first level.
Extra Skills: 4 extra skill points at first level, 1 at every level after
Feats:
1: Point Blank Shot (Player's Handbook): +1 attack and damage on ranged attacks within 30 feet, No -4 penalty for shooting into melee
1: Ranged Pin (Player's Handbook): You can perform a ranged grapple attempt against an opponent by pinning a bit of its clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier and the target's size modifiers still apply). To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action.
1: Rapid Shot (Player's Handbook): One extra ranged attack each round
3: Ranged Smite Evil (Book of Exalted Deeds)
Class Abilities:
Skirmish (Ex): A ranger relies on mobility to deal extra damage and improve your defense. You deal an extra 1d6 points of damage on all attacks you makes during any round in which you moves at least 10 feet. The extra damage applies only to attacks taken during your turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. (Unless they are also a favored enemy; see the Favored Enemy ability). You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You may apply this extra damage to ranged attacks made while skirmishing, but only if the target is within one range increment.
At 3rd level, you gain a +1 competence bonus to Armor Class during any round in which you move at least 10 feet. The bonus applies as soon as you have moved 10 feet, and lasts until the start of your next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
You lose this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If you gain the skirmish ability from another class, the bonuses stack.
Combat Style (archery): At first level, you must pick a combat style: archery or two-weapon fighting. At first level, third level, and every additional third level, you gain a bonus feat from the list below. Universal feats may be selected by either style. You must meet all prerequisites except for ability scores.
In addition, when using your chosen style, you may add your Dexterity modifier to damage.
Archery: Precise Shot, Power Shot, Point-Blank Shot, Far Shot, Rapid Shot, Manyshot, Shot on the Run, Zen Archery, Improved Manyshot (CWar), Mounted Archery, Rapid Reload, Crossbow Sniper (PHB2), Ranged Disarm, Ranged Pin, Ranged Sunder, Aquatic Shot (SW), Greater Manyshot (XPH), Improved Precise Shot, and Penetrating Shot (PHB2).
Track: At first level, you gain Track as a bonus feat
Favored Enemy (Ex)- select a type of creature from among those given on Table: Ranger Favored Enemies. You gain an insight bonus equal to one-fourth your ranger level to all attack rolls and skill checks made against your favored enemy. In addition, the bonus damage and AC from Skirmish are doubled against your favored enemy. If your favored enemy is normally immune to precision damage, you instead deal normal skirmish damage against them.
Wild Empathy (Ex): Starting at 2nd level, you can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Rolls 1d20 and adds your ranger level and your Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Uncanny Dodge (Ex): Starting at 2th level, you can react to danger before your senses would normally allow you to do so. You retains you Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.
Sword of God (Su): A paladin's weapon is a direct manifestation of his link to his deity. At first level, he gains a masterwork weapon of any type he is proficient with. This is henceforth referred to as his Paladin Weapon. In addition to the abilities described below, his paladin weapon becomes the focus for his spells, and he cannot use his smite evil ability with another weapon.
If his weapon is destroyed, he may forge a new one, at a cost of 200 experience points, in addition to the usual materials needed to craft a masterwork weapon.
At 2nd level, a paladin's weapon becomes good-aligned.
At 3rd level, a paladin's weapon gains a +1 enhancement bonus to attack and damage. This bonus increases by one at 6th level, and every third level thereafter, to a maximum of +5 at 15th level.
Detect Evil (Sp): As a swift action, a paladin can toggle this ability on or off. He does not have to concentrate to keep it active, although unless he does he can only detect the presence or absence of evil. He can never be stunned by an overwhelmingly powerful aura. Otherwise, it works as the spell.
Smite Evil (Su): A paladin may attempt to smite evil as part of melee attack. He adds his Charisma bonus (if any) to his attack and damage rolls and deals an extra 1d6 damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, although he still deals normal weapon damage. If he misses, the smite is not considered used.
After a successful smite, the paladin must wait 1d4 rounds before he can smite again. The rounds for recharge time are ticked off at the beginning of his turn. Apart from this recharge period, there is no limit to how many times a paladin may Smite Evil.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level × his Charisma bonus. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
A paladin may refresh his Lay on Hands pool with ten minutes of prayer. He may do so a number of times per day equal to one-half his Charisma modifier.
Hero’s Presence (Ex): Beginning at 3rd level, a paladin is a shining force of light and hope. All allies within 30 feet gain a morale bonus to saves against fear and spells with the [Evil] description equal to the paladin’s Charisma modifier.
A Hero Never Stops(Ex): At 3rd level, a paladin gains immunity to fear, paralysis effects, and all diseases, including supernatural and magical diseases.
Equipment:
Composite Longbow (Player's Handbook): Paladin Weapon, Minimum strength +2: -0
Mithral Breatsplate +2 (Core): moderately enchanted, very expensive armor: -8200
Masterwork Bastard Sword (Player's Handbook): a simple, exceptionally well-made sword: -335
Holy Symbol, silver (Player's Handbook): an ornate rendering of the seal of Lathander: -25
Healer's Kit (Player's Handbook): a kit of stuff needed to use the Heal skill: -50
Silk Rope 50ft (Player's Handbook): fifty feet of durable rope: -10
Noble's Outfit (Player's Handbook): Fancy clothes fit for the very rich: -75
Signet Ring (Player's Handbook): a ring emblazoned with the mark of house Eleazar: -5
Waterskin (Player's Handbook): a simple bladder made out of a goatskin: -1
Tent (Player's Handbook): a plain affair, just enough to keep the rain off your head: -10
Mirror, small steel (Player's Handbook): a necessity for shaving: -10
Masterwork Manacles (Player's Handbook): sturdy iron manacles designed for one medium captive: -50
Lock, average (Player's Handbook): a normal quality lock for extra security: -40
Lantern, hooded (Player's Handbook): every woodsman knows, lights ruin your night vision: -7
Winter Blanket (Player's Handbook): for those cold nights you can't find a comely lass: -5sp
Bedroll (Player's Handbook): Only fits one, if you lack imagination: -1sp
Backpack (Player's Handbook): Where he stores practically everything, it seems: -2
Total Inventory Cost: 8808gp
Companions: N/A
Other Misc Information: