Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Pawns: NPC Codex Box
****( ) by My Little Metroid

Pathfinder Society Scenario #26: Lost at Bitter End (OGL) PDF
***** by Marc Reynolds

10" Octagonal Wood Dice Tray
***** by Laithoron

Pathfinder Tales: City of the Fallen Sky
***** by ClarkKent07

Nope Art Sleeves (50)
****( ) by IxionZero

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Rogue Elf

Dendarial the Ken Hunter's page

160 posts. Alias of Skorn.


Full Name

Dendarial, the Ken Hunter

Race

Wood Elf

Classes/Levels

Ranger 4 (Urban)/ (Per: +8/10 Init:+6/8 HP 35/35 AC: 21/15/17 F: +5 R: +9 W: +2)

Gender

M

Size

M

Age

40

Special Abilities

Favored Enemy Elves

Alignment

CG

Deity

Desna

Languages

Common, Elven, Sylven, Undercommon

Occupation

Hunter

Strength 16
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 12
Charisma 8

About Dendarial the Ken Hunter

Back Story:

Known as Den to his few friends, Dendarial has hunted his entire life. Trained in the Great Wood by his father and grandfather to hunt game for his tribe, it was a small step for him to begin hunting more intelligent creatures, and only a matter of conviction to begin hunting his own kind. Den claims that Desna called him to vengeance against elves that would harm their own kind. Yes, Desna, the goddess of freedom and luck has an aspect of vengeance, and Den has responded to the lady’s call.

Den is extremely loyal. He hunts for the tribe, taking his orders from his elders, and gets no pleasure when he must kill. But neither does he hesitate when it is needed. As his skills have grown he has been going into the settlements of men more and more often to bring a renegade home. And only recently he has began to focus on hunting in urban surroundings, taking his prey where they believe themselves safe. Recently he has been called to Riddleport. It must have been his activities there that attracted the Shin’Rakorath to Den.

Personality:

Stoic and loyal, Den sees himself as a hand of Desna. His targets have chosen their fate. He is merely the instrument of its delivery. He has compassion but not for those who he is told to hunt. When not hunting Den is quiet and watchful. He only loosens up in small groups of friends where he has been know to laugh and joke and even dance.

Motivations:

Always a dutiful son of the elves, Den has done what was expected of him. He hunts when there is need. He protects when there is threat. And he brings back elves that his elders say wronged their kind. He has gained experience as he has seen his small part of the world. But not all that experience was of the martial kind. He is more worldly now. This Riddleport has him off balance. How can so many humanoids live like this; without a tribe. And yet some thrive. This merited understanding.

There is loyalty to the elves. This is beyond question. And there is Desna, the Lady. He would always serve, but maybe there was more to the world than he had assumed; than he had been shown. And now there was the Shin’Rakorath. Were they too to be obeyed without question? They seemed to expect it. But he had a taste of something new. Maybe freedom? His chaotic nature rebels; pushing him to be more than a tool of the elders. He had a mind and he was sure Desna wanted him to use it. Time to think on his own. Time to grow up. Time to define himself.

Description:

Dressing in greens and greys, Dendarial is tall and lean, even for an elf. The gleam of his chain shirt is masked by his drab tunic and forest cloak. He wears soft leather boots that allow him to move quietly when he chooses. His raven black hair is long and pulled back in a single knot. His eyes shine a green of new spring grass and belies the serious expression he mostly wears.

DENDARIAL THE KIN HUNTER CR 3
Male Wood Elf Ranger 4
CG Medium Humanoid (Elf)
Init +6/+8; Senses Low-Light Vision; Perception +10/+12 vs elves or in cities, +14 elves in cities

--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 35 (4d10); Current 35
Fort +4, Ref +8, Will +3
Immune sleep; Resist Elven Immunities

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Cold Iron Kukri +7 (1d4+3/18-20/x2) and
Masterwork Curve Blade, Elven +8 (1d10+4/18-20/x2) and
Unarmed Strike +7 (1d3+3/20/x2)
Ranged Masterwork Longbow, Composite (Str +3) +9 (1d8+3/20/x3)
Ranger Spells Known (CL 1, 5 melee touch, 7 ranged touch):Gravity Bow

--------------------
STATISTICS
--------------------
Str 16, Dex 19, Con 10, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +7; CMD 21
Feats: Elven Weapon Proficiencies, Endurance, Point Blank Shot, Precise Shot, Rapid Shot
Traits: Free Spirit, Seeker of Brightness: Knowledge (Nature), Warrior of Old, Shin'Rakorath Recruit: you gain a +1 bonus to attack rolls, and a +1 bonus to confirm critical attacks against Elves, Half-Elves, & Drow.

--------------------
SKILLS
--------------------
Acrobatics +4, Climb +7, Escape Artist +4, Fly +4, Handle Animal +5, Heal +6, Intimidate +3, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5/+7, Knowledge (Nature) +6, Linguistics +3, Perception +10/+12, Ride +10, Spellcraft +5, Stealth +11/+13, Survival +9/+11, Swim +7

Languages Common, Elven, Sylvan, Undercommon, Goblin

SQ Elven Magic
Enemies: Humanoids (Elf) (+2 bonus) (Ex)
Terrains: Urban (+2 bonus) (Ex),
Track +1,
Wild Empathy +2 (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Elf) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Elf).
Free Spirit You embody the independent spirit of the River Kingdoms and do best when sailing under your own flag, in every sense. You gain a +2 trait bonus on Will saves to avoid charm and compulsion effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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 combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------
COMBAT GEAR
--------------------
Cold Iron Kukri - 16 Gold
Masterwork Buckler - 155 Gold
Masterwork Curve Blade, Elven - 380 Gold
Masterwork Longbow, Composite (Str +3) - 700 Gold
Arrows - 40 - 2 Gold
Arrows, Blunt - 20 - 2 Gold
Arrows, Smoke - 2 - 20 Gold
Arrows, Silver - 50 - 5 Gold
Arrows, Cold Iro, - 50 - 5 Gold
Arrows, Pheromone - 2 - 24 gold
Arrows, Thissle - 5 - 5 gold
Morning Star - 8 Gold
Mithral Shirt - 1100 Gold

--------------------
OTHER GEAR
--------------------
Wand of Cure Light Wounds - 20 charges - 300 Gold
Wand of Entangle - 10 charges - 150 Gold
Wand of Gravity Bow - 10 charges - 150 Gold
Wand of Resist Energy - 10 charges - 150 Gold
Wrist sheath, spring loadedX2 - 10 Gold
Dungeoneering Kit, Delux - 130 gold

Contents:
2 candles, chalk, hammer, 4 pitons, 50 feet silk rope, 2 sacks, 3 sunrods, 4 tindertwigs, Everburning Torch

Pathfinder Kit - 12 gold

Contents:

Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone

Coin on Hand - 32 gold

Heavy Velashan Warhorse
N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 26 (2d8(max)+10)
Fort +8, Ref +7, Will +3

OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Acrobatics +8, Climb +9, Perception +8
SQ velashan war trained

Velashan war trained: An Velashan war-trained animal knows the tricks attack, come, defend, down, guard, heel, stay, and track. Additionally, anyone riding a Velashan horse receives a +2 circumstance bonus on Ride skill checks.



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.