Agath

Silstaren's page

570 posts. Alias of therealthom.


Race

Elf

Classes/Levels

Ranger

Gender

Male

About Silstaren

Silstaren

CG Male Elven Ranger 2
BAB +2 CMB +4 (=BAB + Str Mod+ size) CMD +17 (=CMB+Dex mod +10)
Initiative +7 F (3= +3 +0Co) R (6=+3+3D) W (1=+0+1W) (+2 v enchantment, race ; +2 v illusion, trait) Speed 30'
AC normal, flat-foot, touch : 16,13,13 (Studded leather +3, Dex + 3)
HP (total;current): (14+0 Con; 11 )

S 14(+2), D 17(+3), Co 10(+0), I 14(+2), W 12(+1), Ch 12(+1)
stats calcs

Spoiler:
S 14 (5), D 15 (7) +2 elf, Co 12 (2) - 2 elf, I 12 (2)+2 elf, W 12 (2) Ch 12 (2) Basics: 20 pt buy, 2 traits, average gold (175), max hps.

Level 2 HP = 4

Languages: Common, Elven, Sylvan, Goblin

Attacks and Weapons:
Melee:
Elven Curve Blade, +4, 1d10+3, 18-20, x2
Dagger, +4, 1d4+2, 19-20, X2, 10'
Hammer +4, 1d4+2, x2

Ranged: (Point Blank shot +1 hit and damage inside 30')
Composite Longbow (STR +2) +5, 1d8+2, x3, 110' 37 arrows
Shortbow +5, 1d6, x3, 60' (20 arrows) (for mounted use)
Dagger, +5, 1d4+2, 19-20, X2, 10'
3x Hammer +5, 1d4+2, x2, 20'

Description:Silstaren is a handsbreadth taller than the average man and, although stout for an elf, is as willowy and graceful as the deer in the forest. Golden brown hair and deep blue eyes frame a long nearly gnomish nose and thin-lipped mouth. His cloak is of tight-knit wool with a mantle of deerskin over his head and shoulders.

Elven 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.

Traits:
Favored Class Ranger (+1 skill)

Pioneer: You have long lived ... in the shadow of wilderness ... You
begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. Ride

Skeptic: Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

Skills:
(6)+1 Intelligence +1 favored class /level = 16

Climb 4= 1 +2 S +3 Class - 2 Armor
Swim 5= 2 +2 S +3 Class - 2 Armor
Ride 7= 2 +3 D +3 Class +1 Trait - 2 Armor
Handle Animal 6= 2 +1 Ch +3 Class
Heal 5= 1 +1 W +3 Class
Perception 9= 2 +1 W +3 Class + 2 Elf
Perform(Dance) someday
Stealth 6= 2 +3 D +3 Class - 2 Armor
Survival 6= 2 +1 W +3 Class (+1 when tracking, ranger)
Know(Nature) 7= 1 +2 I +3 Class
Know(Geography) 6= 1 +2 I +3 Class

The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

S 14(+2), D 17(+3), Co 10(+0), I 14(+2), W 12(+1), Ch 12(+1)

Untrained:
Acrobatics 0 +3 D - 2 Armor
Appraise 0 +2 I
Bluff 0 +1 Ch
Climb -- skilled
Craft 0 +2 I
Diplomacy 0 +1 Ch
Disguise 0 +1 Ch
Escape Artist 0 +3D - 2 Armor
Forgery 0 +2 I
Heal 0 +1 W
Intimidate 0 +1 Ch
Perception 0 +1 W
Ride -- skilled
Search 0 +2 I
Sense Motive 0+1 W
Spellcraft 0 +2 I
Stealth -- skilled
Survival skilled
Swim -- skilled

Feats:
1 for levels
1st Level : Improved Initiative (+4)
2nd Ranger Combat Style, Point Blank Shot

Class Features:

Spoiler:
1 for levels
1st Level : Favored Enemy (Fey)-- 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.

Track -- + 1 (1/2 level) to tracking survival checks

Wild Empathy -- 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, ...

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.

Equipment:

Spoiler:

Studded Leather, +3 AC, +5 Max Dex, –1 Armour check, 15% Spell fail, 30 ft. 20 lbs.

Elven Curve Blade
Dagger
3x Light Hammer
Shortbow, quiver and arrows (1 pp stashed in bottom of quiver)

Beltpouch: Flint and Steel, Whistle, 2x needles, 5x fishhooks, 9 sp

Waterskin

Light Horse, "Duneah" (Sunset) a bay roan
Bit, Bridle, saddle

Saddlebags:

Blanket
Bedroll
Soap
Whetstone
3 days rations

Combat Weight 37.62 lbs. light
Hiking Weight 86.8 lbs. Medium -- max dex +3, check penalty -3, 20' Run x4
((Heavy-- max dex +1, check penalty -6, 20' Run x3))

3 gp "on account" with Oleg.

Background:

Spoiler:

Born in the elven capitol of Iadara, Silstaren was the product of an unlikely couple. His mother was Celendria, a ranger in Shin'Rakorath, the society devoted to containing the drow in the Mierani forest. His father, Astarel, was a dancer from the highland community of Coralesian. They met when Astarel came to Iadara to perform at the court of Queen Telandia Edasseril. After a whirlwind courtship, mom was pregant.

Mom resented the time away from the conflict that the pregnancy caused and blamed dad. Once Silstaren was weaned, she gave him into the care of his father and left for the front. Thereafter, Silstaren sawa his mother for a season at a time at infrequent intervals.

Dad continued to pursue his career while raising the boy. He tried to give Silstaren all the advantages of education and training that the city afforded, but after a few decades, grew frustrated with court life and disillusioned with the City of Illusions. He took the boy with him and returned to the mountain community of his birth. After the light, the bustle, and the ease of life in Iadara, Silstaren found Coralesian an unpleasant contrast. He sometimes describes it as the least interesting, most burdensome place in the world. The long cold season created constant work to insure sufficient supplies to outlast it. So even the short glorious summer months could not be fully enjoyed with all the work that must be done. The one benefit to the long winter was time. The mountain elves filled the long cold nights with music, song, dance, and poetry. Silstaren learned from his father to dance and from an older cousin to sing.

Celendria's visits were always welcome to Silstaren if not to his father. His mother would take him down to the Fierani to walk the woods. She taught him the ways of the wild creatures and plants. She taught him to stalk prey. She filled him with stories of Shin'Rakorath -- light against darkness. And she taught him use of the elven curve blade.

One summer, shortly before reaching his majority, Silstaren travelled with a small band to the Crying Leaf camp in the Mierani forest. Along the way he first met men and was captivated by their energy and endless variety in colors, shapes, and cultures. That summer he resolved to travel among the human lands and learn as much as possible from this energetic race.

Shortly after reaching adulthood, he set out on his own. He worked as a caravan guard to make a living as he traveled.

His last caravan was nearing its destination in Stetven when it was ambushed by brigands riding out of the Stolen Lands.

Silstaren's Story about the ambush:
"I left the camp early in the morning to scout the day's march. The land is beautifully barren. I rode farther than I expected. When I realized how far I was, I turned back, expecting to meet the wagons an hour or two before mid-day. I became worried when they did not appear and hastened my pace. It was time for lunch when I arrived back at the campsite. Javik, the Varisian, my friend for three years, with whom I had traveled from his homeland, was the only one still alive. He was lying against a wagonwheel with an arrow through his lung. It was a slow sure death and I could do nothing for him."

Silstaren's presence in the River Kingdoms has two purposes. First, he sees the growing influx of people and knows the land's time in its wild state is numbered. Second, he'd like to help root out the bandit scourge. (This may be made moot because you're almost done with the stag lord.

Campaign Notes:
Oleg and Lana -- trading post owners

Other traits:

Spoiler:
experience 0

Silstaren is a pragmatic pantheist in a world of many gods, you need to respect or fear them all. He prefers good to neutral or bad.

Dieties -- Desna, if he must choose one. He is trying to see the world, wanderlust is one reason he left home. It's always handy to have luck on your side, and philosophically she's a good match.

Dieties of secondary importance to Silstaren are:

He also admires Cayden Cailean, for his free-spirited nature and opposition to oppression, not for Cayden's "booze is good" reputation.

Shelyn for her devotion to beauty and performance.

Erastil for his bowmanship and emphasis on family. Silstaren wished for many years that his parents would reunite.

Gozreh gets respect because Sil has spent many nights sheltering from the god's power.

Calistria, he dislikes because he blames her for his mother leaving.