Rng 5 Wiz 2 (Jon)
Male Half-Elf Ranger 5/Wizard 2
CN Medium Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +13
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 56 (5d10+2d6+14)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee Heavy Shield Bash +8/+3 (1d4+2/x2) and
+1 Longsword +9/+4 (1d8+3/19-20/x2) and
Cold Iron Dagger +8/+3 (1d4+2/19-20/x2) and
Javelin +4/-1 (1d6+2/x2) and
Silver Dagger +8/+3 (1d4+1/19-20/x2) and
Spear +8/+3 (1d8+3/x3)
Ranged +1 Darkwood Composite longbow (Str +2) +11/+6 (1d8+3/x3)
Special Attacks favored enemies (evil outsiders +2, undead +4)
Ranger Spells Prepared (CL 2):
1 (2/day) Longstrider, Residual Tracking
Wizard Spells Prepared (CL 2):
1 (3/day) Expeditious Retreat, Grease (DC 13), Infernal Healing, Gravity Bow
0 (at will) Detect Magic, Light, Read Magic, Prestidigitation (DC 12)
Str 14, Dex 16, Con 13, Int 14, Wis 13, Cha 13
Base Atk +6; CMB +8; CMD 21
Feats Deadly Aim -2/+4, Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Skill Focus (Survival), Weapon Focus (Longbow)
Skills Acrobatics +2, Appraise +6 (+8 for small or highly detailed items when using a magnifying glass), Bluff +1 (+3 vs. evil outsiders, +5 vs. undead), Climb +5, Craft (traps) +10, Disguise +11, Escape Artist +2, Fly +2, Handle Animal +5, Heal +5, Intimidate +5, Knowledge (arcana) +6 (+8 vs. evil outsiders, +10 vs. undead), Knowledge (dungeoneering) +6 (+8 vs. evil outsiders, +10 vs. undead), Knowledge (geography) +6 (+8 vs. evil outsiders, +10 vs. undead, +8 while in underground terrain), Knowledge (nature) +12 (+14 vs. evil outsiders, +16 vs. undead), Knowledge (religion) +6 (+8 vs. evil outsiders, +10 vs. undead), Linguistics +6, Perception +13 (+15 vs. evil outsiders, +17 vs. undead, +15 while in underground terrain), Ride +6, Sense Motive +1 (+3 vs. evil outsiders, +5 vs. undead), Spellcraft +6, Stealth +12 (+14 while in underground terrain), Survival +14 (+16 vs. evil outsiders, +18 vs. undead, +16 while in underground terrain, +16 to track), Swim +5 (+9 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Terran, Undercommon
SQ arcane bonds (object [+1 darkwood composite longbow [str +2]] [1), combat styles (archery), elf blood, favored terrain (underground +2), hunter’s bonds (companions), opposition schools (enchantment, necromancy), physical enhancement +1 (strength), specialized schools (transmutation), telekinetic fist (5/day), track, wild empathy
Combat Gear Wand of enlarge person, Wand of Infernal Healing, Wand of Protection from Evil, Healer’s kit, Smelling salts, Sunrod (5); Other Gear +1 Mithral Breastplate, +1 Mithral Heavy steel shield, +1 Darkwood Composite longbow (Str +2), +1 Longsword, Blunt arrows (10), Blunt arrows (10), Cold Iron Dagger, Cold Iron Flight arrows (10), Cold Iron Flight arrows (10), Flight arrows (31), Flight arrows (29), Javelin (18), Silver Dagger, Silver Flight arrows (10), Silver Flight arrows (10), Spear (5), Bag of holding I (95 @ 142.15 lbs), Efficient quiver (83 @ 75.35 lbs), Hat of disguise, Artisan’s tools, masterwork (Craft [traps]), Backpack, masterwork (1 @ 1 lbs), Bedroll, Belt pouch (1 @ 1.18 lbs), Belt pouch (12 @ 1 lbs), Belt pouch (2 @ 2 lbs), Blanket, winter, Candle, Canvas (sq. yd.) (5), Chalk, Chest, medium (2 @ 16 lbs), Climber’s kit, Cold weather outfit, Cooking kit, Crowbar, Disguise kit (10 uses), Drill, Everburning torch, Flint and steel, Flyer for Renard’s Sextant, Grappling arrow, Hammer, Ink, black, Inkpen, Iron spike, Lock, average, Magnifying glass, Manacles, masterwork, Marbles, Mirror, Parchment (5), Pocket watch, Saw, Scroll case (6 @ 0 lbs), Sewing needle, Shaving kit, Shovel, Silk rope (2), Sledge, Spell component pouch, Spellbook, String or twine, Tent, large, Waterskin, Whetstone, 44 PP, 5 GP, 2 SP, 8 CP
Arcane Bond (+1 Darkwood Composite longbow [Str +2]) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Cold weather outfit +5 Fort save vs. cold weather.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Undead +4) (Ex) +4 to rolls vs Favored Enemy (Undead).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30’ as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magnifying glass +2 Appraise for small or highly detailed items.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Strength) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Telekinetic Fist (5/day) (Sp) 30’ ranged touch attack, 1d4+1
Track +2 Add the listed bonus to survival checks made to track.
Transmutation Transmuters use magic to change the world around them.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
There was a small village of close to four hundred, mostly human commoners. The people went on their daily life until one day denizens of the underdark raided the village. Many were killed, or taken as slaves, and many homes were razed. For one of the women there she lost everything but also gained something due to the consequences of something terrible.
Ariel Cerelion in the weeks after the raid found that she may be with child, she cursed the Drow people henceforth for this terrible burden she was to bear. She never loved the child and only kept the burden of raising it until it was but a young boy, then one day took him with her for the nearest city with thoughts of not returning with him. It was in this large dirty city that it could be seen as somewhat easy to “accidentally” lose a child. She left him there abandoned and that was the last time Avaniel Cerelion ever saw his mother again.
Avaniel learned quickly growing up on the streets that he needed to work with other orphans to survive, sometimes stealing or perhaps begging, whatever it took to get by. This was his new family and he learned to work with them. Sometimes adults would be so insolent toward him because of his dark skin, silver hair and red eyes so he thought it a curse and wished he could be more like the other orphans. They never seemed to mind, that is until he got older.
Once Avaniel was no longer but a small child he noticed a lot of his once friends were getting older faster then he was and also starting to show the same malice as the rest of the populace of this terrible city. He grew tough and learned to fend for himself. He began to grow weary of the city and before reaching the age of twenty set out to find a new environment that better suited him, the wilderness.
Avaniel finally found something that he seemed naturally suited for, he became an adept hunter and in the next years, honed his skills surviving and hunting in the wild. He spent what time he did have in towns studying on things that would make his life easier in the wild such as dungeoneering, geography, and nature. He made sure to learn a bit about recognizing magic as he always seemed a bit drawn toward it and thought it might be useful to know a thing or two about what was happening if he was to see someone using it. He even learned how to treat wounds as this was always helpful when something unexpected happened during his trips into the wilds.
Once again Avaniel found himself wanting more then just the usual terrain and started to explore more caves or underground ruins where he could find them or hear of them. He always felt drawn toward the underground but on one of these trips, he found himself in a situation he would hope not to ever have to deal with again. There was a cave in during one of his little explorations and he found himself stuck in a large cavern, but he was not alone. It took him days to find another route of reaching the surface, and he encountered many skeletons and zombies on the way, something he had never encountered before. He adapted to fighting them and learned how to deal with them during that time.
Avaniel now feels drawn to do more, go more places, find and know more. He never lost his interest and feeling of urge toward magic but concentrates every day on improving his skills with a bow and learning to better his knowing of the hunt.
While pursuing a lead on a manhunt of someone wanted by the law he realized it was not a one man job and so took to traveling with the last man that was left needing a partner in the hunt. Throughout the journey he found himself and this man who he came to know as Jozan relying off each other and a camel by the name of Jang in order to keep alive.
After this journey he and Jozan found each other to be mutually beneficial to have around and shared a similar motive for their next actions. They encountered a strange man named Kaspar Ottokar on their way to the nearby city of Ailead who brought them into a dangerous situation with skeletons by accident. The man did help them dispatch the skeletons and promised payment and so they joined with him into the city.
Avaniel has found that is it easier to stay alive on these kind of dangerous journeys if one has a group of like minded individuals that can trust each other for help to share in a mutual benefit. He continues to find him and his group walking into strange encounters with near death experiences but feels he learns from each one and grows stronger in turn from his experiences.
Avaniel found that it wasn’t easy for him or his companions to secure passage to Urima and required running several dangerous errands for reputable people of Ailead including Alexander Scipio, Augustin Gonzalo, Sosimo Primo Santos. They found one reputable individual of the city who goes by Roger to be helpful at times in their dangerous task.
Avaniel still being compelled to learn of magic took up learning to cast some basic spells and has been honing them. He finds that using magic compliments his ability with a bow and can help him survive what world has been throwing at him and his companions.
They also encountered strange and dangerous creatures along the way including the mysterious Dark Folk and their intentions of bringing ruin to the city and their rival faction presented to them by a creepy being known only as Ludovic which he referred to as Those Whose Names You Are to Impure to Speak who also seem to be just as much a threat to the city. Even meeting a creature who seemed not to be a threat to the group known as Shalecore but who also brought about his own warning of impending doom.
Avaniel finally found himself with the help of his companion Jozan vouching for him securing what seemed to be safe passage to the continent of Urima. Unfortunately the trip has proven thus far to be anything but safe as they have already encountered pirates which nearly ended their voyage.
Journey to Far Away Places
Avaniel and his companions Jozan, Bu-Jinwen, and Kaspar ventured to the pirates and the ones working them them to strike up a deal, they agreed to take a message for the god Yogir in exchange for not being handed over the the dark folk still in pursuit. Unfortunately upon the way to the pirates they lost Bu-Jinwen to powerful teleportation magic and are unsure if they will ever see him again.
Avaniel soon found himself in the city of Northlight during their silly festival of fools. Along with the help of his companions they were able to dispatch a dangerous drake to gain new recruits for their sea faring vessel since its crew numbers were greatly dwindled by the combination of pirate and dark folk attacks.
Before leaving Northlight Avaniel and his companions attended a grand masquerade ball hosted by the Count of the city. While there they found themselves in a sticky situation with a Duke who Roger had forged a writ from that the heroes used at the council of Ailead, but were able to talk the Duke in allowing them to go on a dangerous task as penance for such a transgression.
Avaniel with the help of Jozan was able to convince a powerful archer by the name of Saluhul Zephyrpaw to join the group with the intent of helping them carry out their task set fourth by Florant Asparago Durigo, Duke. Avaniel is on his way to investigate and solve a haunting mystery and who knows what danger awaits him now…