Vine Wrangler Elf

Ash Windfinder's page

73 posts. Alias of DBoyC83.


Full Name

Ash Windfinder

Race

Elf

Classes/Levels

Ranger 1) [hp 9/10] [init +6; perception +7] [AC: 16, touch 14, flat-footed 12] [Fort: +1;Ref: +6;Will: +1]

Gender

Male

Size

Medium

Age

129

Alignment

Chaotic Neutral

Languages

Common, Elven, Goblin

Strength 16
Dexterity 18
Constitution 9
Intelligence 12
Wisdom 13
Charisma 7

About Ash Windfinder

Appearance:
Height:5'8'' Weight: 112 lbs.

Even small clothes hang loosely on the man you see before you, his face gaunt like that of a wolf, dark grey eyes flashing as sharp as an eagle's. He stalks about with a lithe grace like that of a leopard scaling a steep mountainside, pointed elven ears and hair the color of sea-foam green sit on a rugged Elven head. The man eyes hold the experience of many years but his face looks young, hardly "boyish", but you can sense youth in this man. Looking out of place in the city, the general green and brown coloring of his garb indicates he spends much of his time in the wilderness.


Initiative: +6 (+4 dex, +2 trait bonus)

Hit Points: 10 (10, -1 con + 1 Favored Class)

Saving Throws: Fort: +1 (-1 Con, +2 Base), Ref: +6 (+4 Dex, +2 Base), Will: +1 (+0 Base, +1 Wis)

BAB: +1, Melee: +4 (+3 Str, +1 BAB), Ranged: +5 (+4 Dex, +1 BAB)

Attack: Longsword +4 (1d8 +3 Str / 19-20x2) or Composite Longbow (+3 str) +5 (1d8 +3 str / x3)

CMB: +4(+3 Str, +1 BAB)CMD: 18 (+10 base, +3 Str, +4 Dex, +1 BAB)

AC:16 or 17 with shield (+2 Armor bonus, +4 Dex bonus, +1 shield bonus)
Favored Enemy: Animal

Favored Terrain:

Elven Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: 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.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: 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.

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.

Character Traits::

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.

On the payroll: Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.


Class Features(Long)::

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Ranger Favored Enemies Type

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.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

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.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.[smaller]
[smaller]Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.[smaller]
[smaller]Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Improved Evasion (Ex): At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Improved Quarry (Ex): At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.[/smaller]

Feats::

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Point-Blank Shot: You are especially accurate when making ranged attacks against close targets.
Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Skills:
Acrobatics +4 (+4 dex, +0 rank, +0 class skill)
Appraise +1 (+1 int)
Bluff -2 (-2 cha)
Climb +7 (+3 str, +1 ranks, +3 class skill)
Craft (+1 int)
Diplomacy -2 (-2 cha)
Disguise (-2 cha)
Escape Artist +4 (+4 dex)
Fly +4 (+4 dex)
Handle Animal (-2 cha)
Heal (+1 wis)
Intimidate -2 (-2 cha)
Kn- (arcana)
Kn-(dungeoneering) +5 (+1 int, +1 ranks, +3 class skill)
Kn-(engineering)
Kn-(geography) +1 (+1 int, +0 ranks, +0 class skill)
Kn-(history)
Kn-(local)
Kn-(nature) +5 (+1 int, +1 ranks, +3 class skill)
Kn-(nobility)
Kn-(planes)
Kn-(religion)
Linguistics
Perception +7 (+1 wis, +1 ranks, +3 class skill, +2 racial bonus)
Profession
Ride +4 (+4 dex)
Sense Motive -2 (-2 cha)
Sleight of Hand
Spellcraft +5/+7 (+1 int, +1 rank, +3 class skill, +2 vs. identify magic item)
Stealth +8 (+4 dex, +1 ranks, +3 class skill)
Survival +1 (+1 wis, +0 ranks, +0 class skill)
Swim +7 (+3 str, +1 ranks, +3 class skill)

Equipment::

Wealth:
0gp
4sp
Encumbrance: Light: 61 lbs.
Light: 76 lbs.;Medium:77–153 lbs.;Heavy: 154–230 lbs.

Longsword 15 gp 1d6 1d8 19–20/×2 — 4 lbs. S —
Composite, Longbow (+3 str) 400 gp 1d6 1d8 ×3 110 ft. 3 lbs. P —
Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lbs.
Shield, light steel 9 gp +1 — –1 5% — — 6 lbs.
Explorer's outfit 10 gp 8 lbs.
Arrows (20) x 5 1 gp — — — — 3 lbs. —
Bedroll 1 sp 5 lbs.
Rations, trail (per day) x5 5 sp 1 lb.

Story:
Ash had spent much of his time in the Verduran Forest, an apprentice to the Wildwood Druids of the area. Passed around among the group, Ash was not the most gifted in the ways of the druid, he had another calling. Running off for hours at end in the forest, he followed the animals and hunted for his food, often time bringing back an evening meal for the druids.

One night, after coming back from such a hunt, the druids were with a man, his name was Professor Petros Lorrimor. Lorrimor had been looking for a guide in the area, someone who could help him navigate the forest, for he had become lost and couldn't find his way out. Ash and the man stayed together for some time, for Ash had never had anyone truly need him. Delighted by countless stories, the men grew closer as they shared camp. Ash had learned that his family, who he didn't know much of, had become refugees during the reign of the Whispering Tyrant and that Ustalav's darkest days are behind them now.

Befriending the ranger, Lorrimor had taken to contacting Ash through the druids for advice on how to navigate certain expeditions through the woods, providing him with neatly detailed maps. Ash would always return the advice very promptly through message, but had never the chance to see the Lorrimor again.

Many of his human friends had grown old and died while Ash still stayed young. After a while of being with the druids, the men who had let him stay had all passed on and the new group were feeling that his stay had run its course. A message came in the night, Ash was to head to Ravengro to attend Lorrimors funeral.

Personality:
Ash is a very curious individual who enjoys the open air instead of being confined to buildings. His arrows plunge deep into his prey, he is good at the hunt, skinning pelts for a living he makes sure his arrows strike with mortal lethality so as not to poke too many holes in their furs.

Ranger extraordinaire, tracking expert, aspiring adventure. Ash has taken to not forming too close of bonds with the people he meets in life as they all seem to grow old and wither before his eyes. It hurts him to lose people he loves.