Halfling

Asfer's page

83 posts. Alias of French Wolf.


Full Name

Asfernonnar Valassar

Race

Half Elf

Classes/Levels

Ranger1

Gender

Male

Size

M

Age

111

Alignment

Neutral

Deity

Gozreh

Languages

Common, elven

Occupation

Ne'er do well

Strength 14
Dexterity 20
Constitution 12
Intelligence 8
Wisdom 14
Charisma 8

About Asfer

Male Half-elf Ranger1
LG Medium Humanoid
Init +7; Senses Perception +8

Defense
AC 18, touch 15, flat-footed 13
(Studded Leathers +3, Dex +5)
hp (1d10+1(Con)+1(Favoured Class)) = 12
Current hps 12,
Fort +3, Ref +5, Will +2

Offense*
Speed 30ft
Melee curve blade, elven +6 (1d10+3/18-20)
Ranged sling +6 (1d4+2)
*Favored Enemy (humans)

Statistics
Str 14, Dex 20, Con 12, Int 8, Wis 14, Cha 8
BAB +1, CMB +4, CMD 19
Feats Exotic Weapon Proficiency (elven curve blade - Ancestral Arms racial trait bonus/APG), Weapon Finesse
Skills (ACP=-1) Perception +8, Sense Motive +7, Stealth +8, Survival +6 (+7 to follow tracks), Swim +5
Languages Common, Elven

Traits
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.

Gear
Weapons and Armour
1 dagger (2gp, 1lb)
curve blade, elven (80gp, 7lb)
morningstar (8gp, 6lb)
sling (0gp)
20 bullets (2sp, 10lb)
studded leathers (25gp, 20lb)

Adventurer's Gear
backpack (2gp, 1lb)
signal whistle (8sp)
belt pouch (1gp)
wooden holy symbol (1gp)
1 sunrod (2gp, 1lb)
bedroll (1sp, 5lb)
winter blanket (5sp, 3lb)
2 flasks of oil (2sp, 2lbs)
4 days trail rations (2gp, 2lb)
1 grappling hook (1gp, 4lb)
1 tanglefoot bag (50gp, 4lb)

Magicks
None

Wealth starting wealth 175gp
sp 2,
gp

Half-Elven Racial Traits

Spoiler:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Ancestral Arms/APG: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multi-talented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Ranger Class Abilities

Spoiler:
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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, the ranger and the animal 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.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Background
Asfer hates humans, not just any humans but greedy slavers in particular. Caught out in the open as a youngster, he has been chained to a slaver ship rowing for years. Long enough to grow a burning hatred of their piracy and lack of honour. His last ship's captain was forced to run aground by the forces of a major power. He strangled the drum guard, and used his keys to free himself and several others before they drowned. Since then the one-time carefree native has become a cunning hunter seeking the worst of pirates and their evil. A little crazed by his inner anger, the ranger has infiltrated one gangs of thugs suffocating the sleeping leader on a bag of gold. Not quite satisfied, Asfer is looking for the next target.

Neutral due to single-minded attitude to greed and theft, he believes in law and order but not in the ability of the militia and forces of order to prevail against those that act with unbridled aggression and no morals. And the weak may inherit the earth, but without the likes of Asfer to protect them and take out the worst mortal parasites, that day will be a long way off. Goodness may be something his friend Lilly the half-orc druid professes but the half-elf trusts his sword more.

XP 0,