"Eli" Elias Ardelean

serenamidori

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3 years, 8 months ago
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Riel
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Eli Ardelean

Hunter of the Whisperwood

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About

Elias Ardelean is a 25 year old human hunter who currently travels with his companions, The Black Company. He previously lived in the Whisperwood near Dawnheart with his dragon companion, Orion, who he considers his closest family.

He prefers the nickname Eli, and will rarely give out his full name because of historical events tainting how it would be perceived. He's been very cautious as well, previously being a pirate for a year and briefly having a bounty on his head. But that's long passed by now...

Details

Class

Hunter LVL 6


Alignment

Neutral Good


Birthday

Iullist 27th, year 722


Professions

Hunter
Tanner
Trapper
Sailor


Code by rooty | Edits by serenamidori

Story

  Tales of the Travelers is a Pathfinder 1E game set in the homebrew world of Eynia. It is one of many campaigns in this world, following the resolution of a harrowing event known as The Black Sun Crisis and the repercussions that followed.

  The game began in Dawnheart, a sprawling and diverse city in the center of the Whisperwood on the continent of Itros. All of the players are connected by a strange marking on their bodies which appeared to them at key moments of their lives. The symbol is an 8-pointed start with intricate design, which seems to give them immense power in times of need, as well as pain when they least expect. As a result, they all banded together to form a group called The Black Company, and worked to protect Dawnheart from all manner of threats.

  One such threat was a phenomenon known as the Overgrowth, where nature is empowered by magic and attacking all life. It has been seeking out more magic, and 2 years or so after the Black Company was formed, the Overgrowth fully attacked Dawnheart. In an effort to save its people, key members of the city turned Dawnheart into a floating city with a protective magic barrier, but wasn't able to escape in time. Now, Dawnheart is trapped in a large Overgrowth mass called the World Tree. The Black Company now plans to travel in order to find aid and a means to save Dawnheart from the Overgrowth, in addition to fending off the efforts of the invading Molgoff Empire.

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[Dawnheart]

Elias Ardelean

  Eli was born in Fliesil to Marie and Thorben Ardelean. At age 14, Eli ran away from home and stowed away on a pirate ship. For about a year he was part of the crew, and helped to watch over a dragon egg that they were to sell to a wealthy buyer in the Silver Archipelago. Before the sale could go through, the egg hatched, and Eli risked his life to save the baby dragon. The pirate crew rescued the two, sailing them south to the Ameias Isles where they could hide. The two grew up together, making their way to Itros to live and hunt in the Whisper Wood.

Party

The travelers who Eli and Orion share an unknown bond with, solidified by matched 8-pointed star brands.

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Orion

Black dragon that Eli rescued as an egg. They are as close as family can be, and he would do anything to protect him.


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Hamish Xanas

Human entertainer who is VERY good at juggling and can inspire the whole team. Has a mysterious air about him and apparently doesn't like being in one place too long.


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Dayce Venes

Human gunslinger around Eli's age who sacrificed himself during the Overgrowth's attack on Dawnheart. Eli carries this weight because of how close they became.


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Alenya

She has a mysterious mask, but definitely human. She is extremely smart and talented, but bears a terrible curse that she aims to fix.


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Eimyrja Wrynn

Half-orc druid who is very friendly and strong. She was a member of an important druid order for a while, and really likes turning into a bear.


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Yrsa

Another young human who is quirky and fun to be around. She has some strong connections with the fey, and is a powerhouse tank for the group.


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Kanduis Wasri

Drow who just wants to explore the world, after being freed from his terrible life situation. He's a good friend and someone to trust.


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Knota

Ursine champion who they encountered before. He is a chef on a pirate crew and someone we can really rely on.


LVL
7
Hunter
LVL
2
Branded
STR
22
+6
DEX
22
+6
CON
10
+0
INT
10
+0
WIS
18
+4
CHA
8
-1
AC
26
Reflex
+11
Flat Foot
19
Fortitude
+5
Touch
17
Will
+6
HP
61
BAB
5
Melee
+11
CMB +9
Ranged
+11
CMD 27
INIT
+8

Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Ranged Martial 30 ft. To Hit: +17
110 ft. To Hit: +16
+2 Flaming Spell Storing Composite Longbow
Dmg 1d8+9+1d6 Crit 20 x3
Spell Storing, +10 STR scaling
One-Handed Simple Melee To Hit: +16
+2 Flaming Spell Storing Composite Longbow
Dmg 1d8+9+1d6 Crit 20 x2
Ranged Martial 30 ft. To Hit: +15
60 ft. To Hit: +14
+1 Merciful Shortbow
Dmg 2d6+8 Crit 20 x3
Light Simple Melee To Hit: +11
Dagger
Dmg 1d4+6 Crit 19-20 x2

Hunter Feats

Heart of the Wilderness

Humans raised in the wild gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.

Reactionary

You gain a +2 trait bonus on initiative checks.

Self-Reliant

When attempting Craft checks, you take no penalty when using improvised tools. At the GM’s discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.

Toughness

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Animal Focus

As a swift action, a hunter can take on the aspect on an animal, as well as apply the same (or a different) bonus to their animal companion.

Nature Training

A hunter counts their total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy

A hunter can improve the initial attitude of an animal, acting like a Diplomacy check. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes about 1 minute.

Track

At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Scent

Allows the hunter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents within 30 feet by sense of smell. This distnace changes deppending on wind direction and scent strength. When they detect a scent, the exact location not revealed outright. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

Woodland Stride

Eli (and Orion) may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect them both.

Sea Legs

Eli has a sailor’s instincts for moving about while aboard seagoing vessels.

Fly (Celestial Armor)

Celestial Armor allows the wearer to use fly on command (as the spell) once per day.

Town Tamer (Story)

When you’re in your chosen settlement (Dawnheart), the DC of Intimidate checks made against you increases by 10. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against undesirable elements like criminals or ruffians in your chosen settlement. This bonus increases to +2 for combat maneuver checks. You gain the ability to designate a new chosen settlement as often as you wish. You must first live in a settlement for 1 week to make it your chosen settlement. In addition, you gain a +2 bonus on initiative checks and a +1 bonus on saving throws when in your chosen settlement.


Teamwork Feats

Teamwork Feats

As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Synergistic Touch (Sp)

You can touch a creature as a standard action to confer upon it the benefits of any one Teamwork feat that you possess. This effect persists for a number of rounds equal to 1/2 your hunter level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Outflank

Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Enfilading Fire

You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.

Coordinated Shot

If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn’t have this feat), this bonus increases to +2.

Distracting Charge

When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost.

Precise Strike

Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Hunter Tactics

The hunter automatically grants their teamwork feats to their animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

Animal Companion (Orion)

A hunter forms a bond with an animal companion that they can teach tricks to.

Improved Empathic Link (Orion)

The hunter can see through a companion’s eyes as a swift action, maintaining this connection as long as they like (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Kin Bond (Orion)

Once per day when you fail a saving throw while Orion is within 30 feet, you may reroll that saving throw using Orion’s saving throw modifier. Orion must be willing to grant you the reroll. If you fail the saving throw, you and Orion are dazed for 1 round.

Family Ties (Orion)

When Orion makes a request of you, you must fulfill that request or take a pentalty to certain checks.


Combat Feats

Point-Blank Shot

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot

When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Deadly Aim

You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (Longbow)

You gain a +1 bonus on all attack rolls you make using a longbow.

Empty Quiver Style (Longbow)

While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon.You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat. If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow.


Branded Hero Feats

Brand Power: Dragon Aspect

The brand channels the primordial power of a dragon into the body of its wielder. The user gains Darkvision to a range of 60ft, a natural armor bonus of +2, and a +4-enhancement bonus to strength and dexterity. The branded also gains a breath attack in a 30ft cone dealing 2d6 + 2 damage per character level [+2d6 and +2 damage increases per character level | 4d6+4 at level 2 and so on] The damage type of the breath attack is based on the type of dragon the branded takes the aspect of. The branded must wait 1d6 rounds before using the breath attack again. The Dragon Aspect form lasts for 1d4 rounds. When the 1d4 round duration expires, the branded can spend 1 additional hero point to extend the duration for an additional 1d4 rounds. They can continue doing so as long as they have the hero points to maintain the form. [Costs 1 hero point, and 1 point per 1d4 rounds to maintain | Can only activate once per turn]

Primal Resilience

henever you're below 0 hit points, you automatically stabilize without needing to attempt a constitution check. You do not need to make a constitution check each round to avoid losing additional HP. You may choose to act if you were disabled, rather than continuing to fight. You must make this decision as soon as you reach negative hit points [Even if it isn't your turn]. When using this feat, you are staggered. You can take a move action or standard action without further injuring yourself. If your negative hit points are equal to or greater than 2x your constitution score, you die.

The Hero Point ability to "Cheat Death" now costs 1 Hero Point.