Caldorin

Background
Caldorin, of the House of Telperion (ranger 13/druid 13) was a Telerin Silver Elf Ranger and Druid of Celwynvian in Aered Amon, the husband of the half-elven female Elwing Elutar, father of Ithryn Emrais and Indis. Caldorin was born in the First Age of Aeriador and lived for 3720 years before dying in combat with the balor Lungorthin. A descendant of House of Telperion, he was of direct lineage to Elemmírë and Telperion, one of the great houses of the Noldor. He was a valiant protector of the forests and people of Henneth Annun and was often on missions or adventures to protect the western borders. He was leading a company of rangers and druids scouting through the Whithorn Mountains when his company came under attack by a large force of demons and orcs. His company was pressed on all sides but one, and they retreated through a crevasse that lead to caves in which they could escape. Before they could reach the caves they were pressed hard by the demons and attacked by the mighty balor Lungorthin who quickly killed two of the company. In an attempt to save his friends, Caldorin, with his powerful two-handed sword Aranruth, the Ice Render, rushed Lungorthin in single combat. His friends turned to see Caldorin fighting the balor but before they could assist him, Caldorin cast a spell creating a wall of stone blocking their way and protecting their escape. Alone with the balor and surrounded by an entire company of demons, Caldorin, in desperation attacked Lungorthin with all his strength. His sword Aranruth sung in the cold air as he called forth a storms of ice to smite his enemies. For what seemed an eternity Caldorin cut into the balor, but the might of Lungorthin proved greater, and he cleaved through Caldorin's shield and armor, and the orcs pounced on him with a cruel malice. And so ended one of the great druids of Aered Amon and Henneth Annun, and his name is still remembered.
Appearance:
Caldorin is tall, standing 6'9" and weighing 265lbs. He has long silver hair and grey eyes, and his complexion is fair. His appearance is 19.
Items Unique to Caldorin:
Bracers of Shielding - these +3 bracers, when called on, create a floating shield of translucent energy protecting the wearer as though they wielded a +3 heavy steel shield with the Shield Focus feat. Can be used for 10 rnds per day.
Aranruth - Ice Render - this +4 two handed greatsword is made of cold iron and is the bane of many demons. This sword emanates cold such that the blade is constantly covered in a layer of light frost. Aranruth will do 2d6 cold damage to any foe it hits and on a critical hit will deal 4d6 cold damage. To demons this is especially lethal, causing 4d6 cold damage and on a critical hit 8d6 cold damage. This damage bypasses any cold resistance a demon may have, but it will not bypass cold immunity. While wielding the sword, any spell cast with the cold type will bypass any cold resistance and immunity of any evil outsider, and if the outsider is not resistant or immune to cold, the spell will deal double damage.

The Battle of Caldorin and Lungorthin
In the northern reaches of Aered Amon, where the Whitehorn Mountains pierced the heavens and snow blanketed the coniferous forests, a tale of valor and self-sacrifice unfolded. It was in these ancient woods that Caldorin Ambrose, a Silver Elf of noble bearing, made his last stand. Tall and strong, Caldorin was a skilled ranger and druid who led a company of his brethren in defense of the realm.
It was near the small town of Sliprest that Caldorin and his company of rangers and druids first encountered the scourge of orcs. With the cunning and precision of elves, they loosed arrows from their longbows and channeled the power of the wild through their druidic magic. The orcs fell, but victory was not yet won, for they had been but pawns in a greater scheme.
The battle had been a ruse, orchestrated by a fearsome Balor, a demon of might from the abyss. Surrounding the elven warriors, the Balor led a horde of orcs, ready to crush their beleaguered foes. Caldorin, sensing the direness of the situation, urged his companions to seek refuge in a nearby cave. As they cut a path through the encircling orcs, the Silver Elf remained a beacon of courage, his eyes ever watchful for the safety of his comrades.
Upon reaching the cave, Caldorin called upon the very earth to rise, raising a wall of stone to block the orcs' pursuit. But fate was cruel, and the noble ranger found himself trapped outside the barricade, alone and surrounded by the enemy. Still, he did not waver. Clasping his enchanted greatsword, Aranruth, the Ice Render, a weapon forged of cold iron and wreathed in frost, Caldorin prepared for his final stand.
The orcs fell upon him, and his foes quickly learned the wrath of the Silver Elf. The Ice Render cleaved through the horde, its chilling edge felling countless foes. Yet, the Balor approached, a towering beast of fire and darkness, wielding a flaming sword and crackling whip. Caldorin, knowing his time was short, called upon his druidic magic to mend his wounds and strengthen his resolve.
The two titans clashed, the biting cold of Aranruth meeting the scorching heat of the Balor's blade. Orcs surrounding the battlefield let loose volleys of arrows, each finding their mark, piercing Caldorin's flesh as he fought the demon. The struggle was fierce, but brief, for Caldorin's strength waned quickly against the combined might of the Balor and the orcish archers. The mighty Balor struck a decisive blow, and with a mournful sigh, the Silver Elf fell, his body succumbing to the relentless onslaught of the demon.
Yet Caldorin's legacy did not end in defeat. Through his sacrifice, his companions had found sanctuary, and their spirits were ignited by the memory of their fallen leader. They would rally the forces of Aered Amon against the dark tide, their hearts burning with the desire for vengeance and justice.
** Caldorin was restored to life by Zemira after the defeat of the balor Lungorthin. **
Caldorin Ambròse (CR15) |
Male Elf ranger 13 / druid 13 gestalt multiclass, ECL 15
NG medium humanoid (silver elf)
Init +7; Senses Low-Light Vision, Perception +25,
Languages Abyssal, Common, Draconic, Druidic, Elven, Gnome, Sylvan
AC 32, touch 14, flat-footed 28
hp 156 (13d10 + 78)
Fort +19, Ref +11, Will +17, Boots of the winterlands warm the wearer, as if affected by an endure elements spell., +1 Will vs. fear, +2 vs. enchantment spells and effects, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
Resistances Cold 20,
Speed 30 ft. (6 squares), Woodland Stride
Melee aranruth - ice render +22/+22/+17/+12 (2d6+9/17-20, +2d6 cold)
Melee aranruth - ice render +28/+28/+23/+18 (2d6+15/17-20, +4d6 cold) against evil Outsiders
Ranged +2/distance composite longbow +18/+13/+8 (1d8+2/x3)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +12; CMB +17; CMD 31
Special Actions Icicle (8/day), Spontaneous Casting,
Spells:
Prepared Spells Prepared Spells:
Druid (CL 13): 0th - create water , guidance (DC 15) , light , spark (DC 15) 1st - calm animals (DC 16) , cure light wounds (DC 16) , endure elements (DC 16) , heightened awareness (DC ) , obscuring mist , pass without trace (DC 17) , read weather (DC ) 2nd - animal messenger , bear's endurance (DC 18) , bull's strength (DC 18) , campfire wall , fog cloud , heat metal (DC 18) 3rd - call lightning (2) (DC 18) , dominate animal (DC 18) , remove disease (DC 18) , spider climb (communal) (DC 19) , *water breathing (DC 19) 4th - commune with nature (DC ) , control water , dispel magic , protection from energy (communal) (DC 19) , volcanic storm (2) 5th - call lightning storm (DC 20) , ice storm , transmute mud to rock (DC 21) , transmute rock to mud (DC 21) , wall of fire 6th - antilife shell , cone of cold (DC 21) , transport via plants 7th - cure moderate wounds (mass) (DC 22) , *elemental body iv (water only) (DC )
(CL ):
Abilities Str 21, Dex 16, Con 20, Int 16, Wis 21, Cha 16, App 19
Special Qualities Armor Training, A Thousand Faces, Bonus Feats, Bravery, Water, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Nature Bond, Nature Sense, Orisons, Resist Nature's Lure, Trackless Step, Venom Immunity, Weapon Familiarity, Wild Empathy +15, Wild Shape, Woodland Stride,
Feats Critical Focus, Dodge, Improved Initiative, Natural Spell, Shield Focus, Spell Focus (Transmutation), Spell Penetration, Toughness, Weapon Focus (Longbow, Greatsword)
Skills Acrobatics +2, Appraise +3, Bluff +2, Climb +11, Craft (Untrained) +3, Diplomacy +17, Disguise +2, Escape Artist +2, Fly +2, Handle Animal +10, Heal +16, Intimidate +2, Knowledge (Geography) +10, Knowledge (Local) +4, Knowledge (Nature) +24, Knowledge (Religion) +11, Linguistics(Abyssal) +4, Perception +25, Perform (Sing) +7, Perform (Untrained) +2, Ride +6, Sense Motive +10, Spellcraft +10, Spellcraft (Identify magic item) +12, Stealth +2, Survival +21, Swim +10,
Possessions amulet of natural armor +3; headband of inspired wisdom +4; aranruth - ice render; +3 darkwood shield; +3 elven mithral chain - fire bane; belt of physical might +4 (str, con); druid's vestment; cloak of resistance +3; boots of the winterlands; bracers of shielding +3; +2/Distance Composite Longbow ;
Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
A Thousand Faces (Su) You have the ability to change your appearance at will, as if using the Alter Self spell, but only while in your normal form.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Water You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Domains
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) 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.
Icicle (Sp) As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6+6 points of cold damage. You can use this ability 8 times per day.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Language 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.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
No Racial Subtype You have chosen no racial subtype.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Cold (Ex) You may ignore 20 points of Cold damage each time you take cold damage.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Venom Immunity (Ex) You are Immune to all poisons.
Weapon Familiarity (Ex) 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.
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+15 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 within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can 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.
Wild Shape (Su) You can change shape 6 times / day for up to 13 hours can assume the form of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus).
Woodland Stride
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Ability Scores
- STR: 21
- DEX: 16
- CON: 20
- INT: 16
- WIS: 21
- CHA: 16
- APP: 19
Combat & Class
- Hit Points: 156
- Fortitude: 19
- Reflex: 11
- Will: 17
- Spell Resistance: 0
- Armor Class: 32
- Base Attack Bonus: 12
- Class: Ranger 13 / Druid 13
- Archetype:
- Level: 13
- Mythic Path: None
- Mythic Tier:
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