Wild Elf

Barhador's page

170 posts. Alias of hustonj.

Full Name



ARG Elf variant


Hunter (Feral) 2 HP 17/18 | AC15 T13 F12 CMD16 | F+3 R+6 W+2 | Init+3 | Per+9 Low-Light | SM+2




5' 11"

Special Abilities

Feral Focus; Wild Empathy; Spell Casting; Silent Hunter; Shadowhunter; Precised Summoned Animal; Track




Green Faith




Common, Elven, Sylvan



Strength 14
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 15
Charisma 11

About Barhador

In one of the civilized moments, where Barhador is not expressing an animal focus, he seems a reasonably normal elf. His hair is the browns and reds found in pine bark, and depending on how long it has been since he cut it, it runs from a couple of inches long to shaggy and hanging in front of his eyes. Those eyes are the nearly glowing green of an unripe acorn. His skin is the pale colors of maple bark, with his calluses showing darker hues. Barhador's clothing is simple and functional, with no obvious adornment. It is made to serve him as he travels through the forest, and clearly reflects that focus. He stands shorter than most male elves, but seems not to care about it.

Init +3 (3 Dex)
Speed 30' (Stealth at full speed) (move through difficult forest terrain without penalty)
BAB+1; Melee+3; Ranged+4; CMB+3

Kukri +3 for 1D4+2 @ 18+ S
[BAB+1, Str+2]
Longbow +4 for 1D8 @ x3 (P, 100', 39 durable arrows)
[BAB+1, Dex+3]

Deal 50% damage to incorporeal opponent with any weapon
+2 to confirm critical hits vs Animals, Magical Beasts, or Vermin

AC 15, T13, FF12, CMD16 (2 Armor, 2 Str, 3 Dex, 1 BAB)

HP 18 ([2x8]+[0 Conx2]+[1 Favored Classx2])

Fort +3 (+3 Base +0 Con)
Ref +6 (+3 Base +3 Dex)
Will +2 (+0 Base +2 Wis)

Immune to Sleep affects
+2 to saves to remove negative levels
+1 morale to Will saves when wearing an animal, magical beast or vermin trophy from a creature with CR> current level
Recover physical ability damage from undead at 2 per day

Wild Empathy +2

Spells usable:
Level 0: At Will
Level 1: 3 per day

Concentration Check: +4 from + Level 2 + Wis 2
Spellcaster Level Check: +2 from Level 2

Spells Per Day
0: -; 1: 3/3

Spells Known:
0: DC 12
Create Water
Purify Food and Drink

1: DC 13
Abundant Ammunition
Cure Light Wounds
Summon Nature's Ally I

Animal Foci available:
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Class 6+1 Int=7 Trained Skills per level
Bonus Skill Name Attribute+Ranks+Class+Specified(+Conditional)
+ 5-Acrobatics 3+2+0(-AC)
+ 1 Appraise 1+0+0
+ 0 Bluff 0+0+0
+ 8 Climb 3+2+3(-AC)
+ 1 Craft (Untrained) 1+0+0
+ 0 Diplomacy 0+0+0
+ 0 Disguise 0+0+0
+ 3-Escape Artist 3+0+0(-AC)
+ 3-Fly 3+0+0(-AC)
+ 2 Heal 2+0+0
+ 0 Intimidate 0+0+0
+ 6 Knowledge (Nature) 1+2+3
+ 9 Perception 2+2+3+2 Racial
+ 0 Perform (any) 0+0+0
+ 3-Ride 3+0+0(-AC)
+ 2 Sense Motive 2+0+0
+ 8-Stealth 3+2+3(-AC)
+ 7+Survival 2+2+3(+Tracking+1)
+ 8-Swim 3+2+3(-AC)

AC Penalty (-0) applies while wearing his armor.

Stealth: Can move at full speed at no penalty, can run with a -20 to Stealth checks.

Common, Elven, Sylvan

150 GP budget
.75.00 Longbow 1D8/x3/100'/3#/P (over shoulder)
.40.00 Arrows, Durable (39) 6#/P (back quiver)
.10.00 Leather +2/+6/-0/10%/30'/15# (worn)
..1.00 Holy Symbol, Wooden (worn)
FREE.. Outfit, Explorer's 10# (worn)
..5.00 Pouch, Spell Component 2# (belt)
..1.00 Pouch, Belt .5# (belt)(flint and Steel)
..2.00 Backpack, Common 2# (worn)
..8.00 Kukri 1d4/18+/2#/S (Belt)

142.00 spent for 40.5#
8 GP on hand

58# Light Encumbrance - By armor
116# Medium Encumbrance - +3/-3/20'/x4
175# Heavy Encumbrance - +1/-6/20'/x3

Campaign Trait: Foxclaw Scout:
You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
Racial (elf) Trait: Wild Stride: Forest: You can move through naturally occurring difficult terrain without any penalty while within your favored terrain. Terrain created or modified by magic or traps affects you normally.

Graceful Athlete: Add your Dexterity modifier instead of your Strength bonus to Climb and Swim checks. If you have a Strength penalty, you must apply both your Strength penalty and your Dexterity modifier. This feat grants no benefit to creatures that already add their Dexterity modifier to Climb and Swim checks (such as all Tiny or smaller creatures).

Background Sketch:
Olbronadir was raised as part of a small, relatively isolated tribe of elves, who call themselves Nestornor, those who heal the trees. The Nestornor live deep in the Fangwood Forest. They are not savage or uncultured, but were started by a fairly diverse group of elven Green Faith followers who were looking to establish a way of life even more in tune with the natural world than most elven communities manage. The Nestornor were successful in creating the way of life they had sought. Over time, they began taming and returning the ruins (that others left behind when the Fangwood proved too much of a challenge) to the forest. During these efforts, the tribe has become expert in dealing with the incorporeal spirits that seem to prefer such ruins.
Olbronadir was born into the third generation of Nestornor. As he grew, he learned his skills and trade from a variety of teachers, developing a closer connection to the land than any one of them displayed. He combined their techniques into a unique set of capabilities reflecting their variety as much as his focus on the land itself. As he aged, Olbronadir became one of the most successful and respectful hunters among the young elves in the tribe. His early successes have him imagining himself on the tribal council in his later years.
Unfortunately, the tribe is slowly shrinking. They need an infusion of new blood. Olbronadir's mother, Celeblasel, and father, Erfaron, agreed with the tribal council that he should be one of the young men sent to seek wives worthy of the Nestornor so that the tribe could thrive and continue its good works. All of these elves were renamed Barhador to remind them of their responsibility to return home and help the tribe thrive.
As the newly named Barhador went exploring, he worked his way to Phaendar. He has been exploring around the edges of the small town, covering his limited costs through his hunting while getting to know the few elven lasses present. He has made several additional casual and business acquaintances, and is recognized by the locals as a new, potentially long-term, member of the community. He has even begun working with the Foxclaw Scouts, because it seems a positive way to contribute while he tries to woo a wife.
I assume the primary NPCs are described in SOME level of detail already, and will need to assume some familiarity with them. I do not know anything about the town of Phaendar, or who they are, though.
In a city of 400, with very few elves, I will assume there are only 2 elven lasses both single and close enough to his age to be considered. Let's say the first is Mithrielye, a farmer's daughter, helping her widowed father tend the farm and animals. The second will be Aisiridel, an entertainer who has to also do odd work in order to keep herself supported when there are no numbers of travelers in town. These can be reworked, expanded, or replaced by any that already are documented in town, of course.

ARG Elf variant:
+2 Dex, +2Int, -2 Con
humanoid (elf)
Common, Elven - Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
Elven Immunities - immune to Sleep effects;+2 vs enchantments
Keen Senses - +2 racial on Perception
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity.
Low-Light Vision

Hunter (Feral Hunter):

Alignment: Any neutral.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: 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).
Skill Points at each Level: 6 + Int modifier.
Class Features
Spells Per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Solitary, feral focus, nature training, orisons, wild empathy 1 - - - - -
2nd +1 +3 +3 +0 Precise summoned animal, track 2 - - - - -
3rd +2 +3 +3 +1 Teamwork feat 3 - - - - -
4th +3 +4 +4 +1 Wild shape 1/day 3 1 - - - -
5th +3 +4 +4 +1 Woodland stride 4 2 - - - -
6th +4 +5 +5 +2 Summon Pack, wild shape 2/day 4 3 - - - -
7th +5 +5 +5 +2 — 4 3 1 - - -
8th +6/+1 +6 +6 +2 Second animal focus, swift tracker, wild shape 3/day 4 4 2 - - -
9th +6/+1 +6 +6 +3 — 5 4 3 - - -
10th +7/+2 +7 +7 +3 Wild shape 4/day 5 4 3 1 - -
11th +8/+3 +7 +7 +3 — 5 4 4 2 - -
12th +9/+4 +8 +8 +4 Wild shape 5/day 5 5 4 3 - -
13th +9/+4 +8 +8 +4 — 5 5 4 3 1 -
14th +10/+5 +9 +9 +4 Wild shape 6/day 5 5 4 4 2 -
15th +11/+6/+1 +9 +9 +5 — 5 5 5 4 3 -
16th +12/+7/+2 +10 +10 +5 Wild shape 7/day 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 One with the wild 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Wild shape 8/day 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 — 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Master hunter, wild shape at will 5 5 5 5 5 5
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spells: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.
The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).
Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.
Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Solitary: Unlike most hunters, a feral hunter does not gain an animal companion.
Feral Focus (Su): At 1st level, a feral hunter gains a limited ability to change her shape into hybrid animal forms as a swift action. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability’s duration. She can end this ability as a free action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level.
When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.
This ability alters animal focus and replaces the hunter tactics and speak with master class abilities.
Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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 hunter and the animal must be within 30 feet of one another under normal conditions. Generally, inf luencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Precise Summoned Animal (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. She automatically grants all her teamwork feats to all animals she summons with summon nature’s ally. This ability alters precise companion.
Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Teamwork Feat: At 3rd level, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.
As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.
Wild Shape (Su): At 4th level, a feral hunter gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per feral hunter level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the feral hunter is familiar with.
A feral hunter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A feral hunter can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a feral hunter can use wild shape at will. As a feral hunter gains in levels, this ability allows the feral hunter to take on the form of larger and smaller animals. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a feral hunter can use wild shape to change into a Large or Tiny animal. When taking the form of an animal, a feral hunter’s wild shape now functions as beast shape II.
At 8th level, a feral hunter can use wild shape to change into a Huge or Diminutive animal. When taking the form of animals, a feral hunter’s wild shape now functions as beast shape III.
This ability replaces the bonus tricks, improved empathic link, greater empathic link, master of the wild, and raise animal companion class abilities.
Woodland Stride (Ex): At 5th level, a feral hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.
Summon Pack (Sp): Starting at 6th level, whenever a feral hunter casts a summon nature’s ally spell to summon one or more animals, she summons one additional animal of the same type. The summoned creature or creatures must be animals and must be of the same type as the hunter’s current aspect or of a similar type (bears for bear aspect, dogs or wolves for wolf aspect, great cats for the tiger aspect, and so on). The additional creature immediately vanishes if the hunter chooses a different aspect or ends his feral focus ability. She can increase the duration of any one summon nature's ally spell affected by this ability to 1 minute per level. She can have only one spell with a duration increased by this ability active at a time. This ability replaces the teamwork feats gained at 6th, 9th, 12th, 15th, and 18th levels.
Second Animal Focus (Su): At 8th level, whenever a feral hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one.
Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
One with the Wild (Ex): At 17th level, the feral hunter is respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter’s current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter unless magically compelled to or if the hunter attacks it first.
The hunter can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter’s level and her Charisma modifier to determine the Intimidate check result.
Master Hunter (Ex): At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty.
Additionally, each day when the hunter regains her spell slots, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability.

20 Point Attribute purchase:

Base Race Level Gear Current
5 14 +0 14 +0 14 +0 S 14 +2
5 14 +2 16 +0 16 +0 D 16 +3
2 12 -2 10 +0 10 +0 C 10 +0
0 10 +2 12 +0 12 +0 I 12 +1
7 15 +0 15 +0 15 +0 W 15 +2
1 11 +0 11 +0 11 +0 H 10 +0

Alternate Generation Solutions:

Background Skills Trained in
Craft (Bowyer)
Knowledge (Geography)

140 GP Equip w/ Background Skills 140 GP budget
.75.00 Longbow 1D8/x3/100'/3#/P (over shoulder)
..2.00 Arrows, Common (40) 6#/P (back quiver)
..5.00 Tool's Artisan's (Bowyer) 5# (Backpack)
.25.00 Studded Leather +3/+5/-1/15%/30'/20# (worn)
..1.00 Holy Symbol, Wooden (worn)
FREE.. Outfit, Explorer's 10# (worn)
..5.00 Pouch, Spell Component 2# (belt)
..1.00 Pouch, Belt .5# (belt)(flint and Steel)
..2.00 Backpack, Common 2# (worn)
..8.00 Kukri 1d4/18+/2#/S (Belt)
124.00 spent for 50.5#
16 GP on hand

58# Light Encumbrance - By armor
116# Medium Encumbrance - +3/-3/20'/x4
175# Heavy Encumbrance - +1/-6/20'/x3