Wild Elf

Aerleth's page

41 posts. Alias of Harm's Way.

Full Name



Half Elf


Ranger 1 | HP 12/12 | AC 17 T 13 FF 14 | Fort +4 Ref +5 Will +4 | Initiative +3 | Perception +11 (+2 vs. Outsiders) |














Common, Elven, Abyssal



Strength 15
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Aerleth

Male Half-Elf Ranger (Demonslayer)1 (Pathfinder RPG Inner Sea Combat)
CG Medium Humanoid (Half Elf)
Init +3
Senses Perception +11
AC: 17 , touch 13, flat-footed 14
HP: 12
Saves: Fort +4, Ref +5, Will +4
Speed 30 ft.
. . Mwk. Warhammer +4 (1d8+3/x3)

. . Longsword +3 (1d8+3/19-20)
. . Dagger +3 (1d4+2/19-20)

. . Longbow +4 (1d8/x3, 100ft range, 20 Arrows)

Str 15, Dex 16, Con 14, Int 10, Wis 14, Cha 8

Base Atk +1; CMB +3; CMD 16

Feats: Iron Will, Skill Focus (Perception)
Traits: Stolen Fury; Demon Proof Mind

Handle Animal +3
Linguistics +1
Knowledge(Dungeoneering) +4
Knowledge (Geography) +4
Knowledge(Nature) +4
Knowledge (Planes) +4
Perception +11
*Stealth +5
*ACP Applies (-2)

Languages: Common, Elven, Abyssal

Gear: Armoured coat, longbow, 20 arrows, longsword, dagger, ranger's kit (This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin), 23gp
Special Abilities
Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion.

Demon Proof Mind: You are used to the maddening energy fluctuations emanating from the Worldwound, and have steeled your mind against their influence. You gain a +2 trait bonus on saving throws against the mind affecting effects of evil outsiders.

Favoured Enemy: At 1st level, a demonslayer must choose favored enemy (evil outsider). 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 time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders.

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

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.


Standing just shy of 6 feet, this half elven man has a wild bearing. His thick mop of brown hair is a tangle of unkempt knots and dreadlocks, and his hazel eyes hold a stern gaze. His face is covered in an assortment of elegant black tattoos; runes of warding in the elven script. He wears a coat of tanned leather, with small steel studs to provide extra protection to vulnerable parts of his torso and arms. An old wooden bow is slung across his back, and a battered longsword is sheathed at his side.

Karkaras has developed a dark sense of humour due to his harrowing experiences within the world wound. He uses jokes to cope with stressful or overwhelming situations, but when it comes to social situations he adopts a more stoic outlook.


He doesn't sleep well. Even after all these years, she manages to slip into his nightmares. The purple lady; that was what the other children living in the slums of Kenabres had taken to calling her, and the name stuck well. Her velvety cloak was the colour of fresh lavender, and she smelt of camphor and rosemary. She would always bring a small wicker basket; inside she kept sticky sweet candies and freshly baked bread with salted meats, and the children would rush to greet her in the hopes of receiving a delicious reward. The boy was no different; he was a poor, vagrant orphan and to him the promise of a meal for nothing was almost too good to be true.

He remembers the day that she smiled to him, beckoning him forth with her slender fingers and whispering the promise of a better life if he would only come home with her. He eagerly agreed, not realising that these same whispered promises would haunt his nightmares for years to come. They left the slums together, and she took him to a small abandoned tower on the outskirts of Kenabres. It was there that she introduced him to a pain unlike any he had felt before.

For months the cultists performed macabre rituals on the half-elven boy. Other children were brought in, some taken away after a short time for reasons unknown and others that were fortunate enough to die quickly. To this day he is unsure as to the purpose behind these strange rituals, but he bore the burden of pain through gritted teeth until he found his opportunity to escape.

He made his way back to Kenabres, broken and embittered but still breathing. A few short years later he enlisted into the crusades; a healthy outlet for the anger which had welled up inside of him. He now dedicates his time to fighting off the demonic creatures that dwell within the wound; though he longs for a deeper purpose, for now he is content to take down as many of the vile creatures as he can.


-Aerleth hates sweets. After escaping the cultists and returning to Kenabres, he found the taste of candies reminded him of the purple lady, and as such his palate has adapted to bland and unflavoured foods.
-Aerleth favours browns and grays, plain and pragmatic colours for his attire. He usually dresses in tunics of gray or black, with clay-coloured slacks and dull leather boots. He always carries a knife, regardless of the occasion.
-Thick perfumes and strong flowery smells make him nervous.
-His prized possession is a small braided leather bracelet with a charm shaped like a bear hanging from it. It was a gift given by a benevolent crusader who came to the slums one day; taking pity on the orphans, she handed out many gifts to all. The cultists never removed it from his wrist, and he would squeeze the pendant tightly during their torturous rituals to provide a sense of grounding. He still fidgets with it when he is nervous or afraid.
-After his first excursion outside of Kenabres, Karkaras decided to purchase some tattoos. Bearing them proudly on his face for all to see, he believes they provide him with protection in battle.
-Aerleth never knew his parents. His earliest memories are scavenging for food amidst the slums of Kenabres, and of the friendly older vagrants who would share their stale bread and stolen fruit with him. They called the boy Pup; a fitting name for a child. After he began his career as a demonslayer, Pup decided that he required a name more befitting of his profession. He chose the elven name Aerleth, which roughly translates to "Shielded from chaos", to reflect his experiences with the cultists.