Archmoon
Male Elf Ranger 1
CG Medium Humanoid
PFS ID #70006-1
Age 135 Height 6 ft 6 in Weight 132 lbs
Deity Desna
Init +4
Senses Low-Light Vision, +8 Perception (+2 vs. Goblinoids).
Appearance:
Archmoon has long golden hair, green eyes, fair skin and a usually pacific yet serious facial expression that matches his personality.
Background:
Archmoon was born in Kyonin, in the northen limits of the Fierani Forest. His father was wanderer of the woods, a warden of the forest and a ranger. His mother was a healer, who often helped lost travelers, she often had to serve as mortician which was a task she destested. Archmoon learned a lot from his mother, and was absent from his father for most of his life, the only memories he has of him are vague childhood ones, that he holds with great nostalgia. He made the quest of his life to find his father and made a ranger of himself fallowing his footsteps. Archmoon spends his time protecting the forest from evil outsiders, tracking them down and finishing them off, in the woods they stand no chance against him. He has a particular distaste for goblins and all goblinoid sub-races, and he often presents a distrust in Orcs, due to their common abuse of Nature. He lives from the land, and has no need for money, often keeping his shares and not spending them, only if strictly necessary for equipment and other small things when he travels to a city, which is a very rare occurrence. He accepted joining the Society when a stranger, a lost human he found in Fierani, told him about the Andoran faction exploits. Archmoon hoped that in his travels he would find his father, although he also saw great virtue in the andoran way. That hope still fuels him to continue.
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DEFENSE
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AC 16, Touch 14, Flat-Footed 12
HP 10 (1d10)
Fort +2, Ref +6, Will +2; +2 vs. Enchantments
Immune Sleep
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STATISTICS
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Str 13, Dex 18, Con 10, Int 13, Wis 14, Cha 9
Base Atk +1, CMB +2, CMD 16
Feats Deadly Aim
Traits Anatomist, Suspicious
Skills Acrobatics +4, Appraise +1, Bluff -1 (+2 vs. Goblinoids), Climb +5, Diplomacy -1, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +3, Heal +6, Intimidate -1, Know (Dungeon) +5 (+2 vs. Goblinoids), Know (Geog) +5 (+2 vs. Goblinoids), Know (Nature) +5 (+2 vs. Goblinoids), Perception +8 (+2 vs. Goblinoids), Ride +4, Sense Motive +3 (+2 vs. Goblinoids), Stealth +4, Survival +6 (+1 Track, +2 vs. Goblinoids), Swim +1
Languages Common, Elven, Goblin
SQ Elven Magic, Track +1, Wild Empathy +0
Combat Gear Dagger, Longbow, Arrows (30), Leather Armor
Other Gear Torch (5), Flint and Steel, Backpack, Flask (empty), Rations (3), Bedroll, Waterskin (full), Explorer's Outfit, Potion of Cure Light Wounds (1).
Gear Weight ~48 lbs, light
Money 865 gp
Experience Points 2/3
Total Fame 4 Current Prestige 4
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SPECIAL ABILITIES
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Anatomist +1 to confirm critical hits.
Deadly Aim (-1/+2) Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep Immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine properties of a magic item.
Suspicious +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill
Favored Enemy (Goblinoids +2)(Ex) +2 to rolls vs. Favored Enemies (Goblinoids).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 (Ex) Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.