Earran

Description:

Free Hand Fighter 6, Duelist 1 Level 7; Race; Elf; Alignment; Chaotic Neutral

Ability Ability Score
Strength 10
Dexterity 21
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10
Vigor Wounds AC Touch Flat-footed Fortitude Reflex Will
24 23 22 14 7 8 4
  • Vigor breakdown (1d10 max + 6d10 )(Rolls:)
  • Armor breakdown ( +5 Dexterity, +3 Dodge, +1 Canny Defence, +1 Deflection, +2 Armor, +1 Shield)
  • Immune to magic sleep effects
  • +2 racial saving throw bonus against enchantment spells and effects.
  • +1 trait bonus on all Will saves made to resist mind-affecting effects.
BAB CMB CMD
7 7 25
  • +2 vs Disarm

Attacks
Melee attack: +1 keen rapier, +15/ +10, 1d6 + 5, 15-20 x2.
Ranged attack: mwk longbow, +13/ +8, 1d8, 20 x3, 100 ft.
Melee attack: dagger, +13/ +8, 1d4 + 2, 19-20 x2.

Movement and vision
Speed 30 ft., Perception +10, Low-light vision, Initiative +9

Skill Name Ranks Ability Trained Misc Total
Acrobatics 7 5 3 0 15
Bluff 7 0 3 0 10
Perception 7 0 3 0 10
Perform(Dance) 7 0 3 0 10
Ride 2 5 3 0 10
Sense Motive 7 0 3 0 10
Sleight of Hand 7 5 0 0 12

Special abilities
Elven Race
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages..
Favored class bonus: (7/1) Bonus Vigor points

Class Features:
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats

Deceptive Strike (Ex): At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.
This ability replaces Bravery.

Elusive (Ex): At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load.
This ability replaces Armor Training 1, 2, 3, and 4.

Singleton (Ex): At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free. This bonus increases by +1 per six levels after 5th.
This ability replaces Weapon Training 1 and 4.

Canny Defense (Ex): When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Precise Strike (Ex): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Feats:
Dodge, Mobility, Weapon Finesse, Run, Improved Unarmed Strike, Crane Style, Crane Wing, Weapon focus(rapier), Weapon Specialization(Rapier).

Background Traits
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Issian: You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for
your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Special powers:
*{color:Blue}

Languages
Celestial, Common, Draconic, Elven, Halfling, Orc, Sylvan.

Gear
On Person: +2 Belt of Nimble Dexterity, +1 keen rapier, mwk longbow, 20 arrows, bag of holding type 1, +1 Cloak of resistance, +1 Ring of Protection, +2 Bracers of Armor, mwk darkwood buckler, dagger. 00 lb.

Wands: cure light wounds (50)

In Whatever Else Is On Hand: Explorer’s outfit. 12 lb.

Money: 68 gp.

Values:

Total weight on person: 00 lb.

Light load Medium load Heavy load
0-33 lbs. 34–66 lbs. 67–100 lbs.
Bio:

Background and concept elements:

Goals for the character:

Secrets about your character:

People that are tied to the character:
*

Memories, mannerisms, or quirks:

Earran

Kingmaker Dinictus Snah2