Celowyn's page

161 posts. Alias of Lady Ladile.


Race

Inactive

About Celowyn

Celowyn
Half-Elf Ranger 5
NG Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +15
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 47 (5d10+13)
Fort +8, Ref +8, Will +4; +2 vs. enchantments
Immune Sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Dagger +7 (1d4+2/19-20)
Mwk Cold Iron Longsword +8 (1d8+2/19-20)
Morningstar +7 (1d8+2)
Ranged
+1 Darkwood Composite Longbow +10 (1d8+3/×3)
Special Attacks
Combat Style (Archery)
Favored Enemies (Undead +4, Humanoids: Humans +2)
Ranger Spells Prepared (CL 2nd; concentration +4)
1st — Alarm, Longstrider
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +7; CMD 20
Feats
Endurance (Ranger Feat)
Point Blank Shot
Precise Shot (Combat Style Feat)
Rapid Shot
Self-Sufficient (Free Feat)
Skill Focus: Perception (Racial Feat)
Weapon Focus: Longbow
Traits
Devotee of the Green
Resilient
Skills
Climb +7 - (2 rank, 3 class, 2 Str)
Handle Animal +5 - (1 rank, 3 class, 1 Cha)
Heal +9 - (2 rank, 3 class, 2 Wis, 2 feat)
Knowledge: Dungeoneering +5 - (2 rank, 3 class)
Knowledge: Geography +9 - (5 rank, 3 class, 1 trait)
Knowledge: Nature +9 - (5 rank, 3 class, 1 trait)
Perception +15 - (5 rank, 3 class, 2 Wis, 2 racial, 3 feat)
Spellcraft +4 - (1 rank, 3 class)
Stealth +11 - (5 rank, 3 class, 3 Dex)
Survival +10 - (3 rank, 3 class, 2 Wis, 2 feat)
Swim +6 - (1 rank, 3 class, 2 Str)
Racial Modifiers +2 Perception
Languages Common, Elven
Other Gear Mithral Shirt, Arrows (60), Bedroll, Belt Pouch, Cold Weather Outfit, Flint and Steel, Hemp Rope (50 ft.), Torch (5), Trail Rations (10), Waterskin, Whetstone, Winter Blanket, Wooden Holy Symbol of Erastil, 208 gp, 3 sp, 3 cp
Magical & Alchemical Gear
Oil of Flame Arrow
Potion of Cure Moderate Wounds (2)
Antitoxin
Cloak of Resistance +1
Efficient Quiver
Handy Haversack
--------------------
Special Abilities
--------------------
Elf Blood - Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. 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 five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
Favored Terrain (Forest +2) (Ex) - At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter's Bond (2 rounds) (Ex) - At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light.
Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex) - 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.

Favored Class Bonus:

1st: +1 HP
2nd: +1 Skill Point
3rd: +1 HP
4th: +1 Skill Point
5th: +1 HP

Background:

Although originally from the Lastwall port town of Vellumis, Celowyn has traveled the length and breadth of her home nation as well as made forays into the nearby nations of Nirmathas and Ustalav. Many citizens of Lastwall eventually choose to take up arms against the hordes of Belkzen when they come of age, but Celowyn sought a slightly different purpose. Raised as a follower of Erastil, she reasoned that Lastwall was in just as much need of able bodies to defend from threats within as threats without. Joining with those of a similar mind, they eventually formed a small company of sorts that aided travelers on Lastwall's roads and ensured that animal threats and other such dangers to smaller communities were dealt with.

Time passed and the group made something of a name for themselves locally, but tragedy struck late one evening as they were camped along the Path River between Vigil and Ustalav's border. A strange creature appeared during the night, somehow managing to get the drop on the relatively seasoned group of travelers. What followed was a slaughter, leaving Celowyn heavily wounded and the sole survivor. Although she was unable to follow the creature at the time, she was able to determine that it vanished across the river and into neighboring Ustalav. After recovering from her injuries, the half-elf set out to track down the thing that had slaughtered her friends...

Personality:

Courtesy of Ash's Guide to RPG Personality & Background

Primary Motivator - Beneficence
Secondary Motivator - Service
Emotional Disposition - Calm
Moodiness - Even-Tempered
Outlook - Optimistic (Upbeat)
Integrity - Conscientious (Industrious)
Impulsiveness - Controlled (Steady)
Boldness - Cautious (Vigilant)
Agreeableness - Agreeable (Adaptable)
Interactivity - Engaging (Talkative)
Conformity - Conventional (Down-to-Earth)

Most people are surprised by Celowyn's cheerful and talkative nature, expecting the half-elf to be taciturn and quiet as many woodsmen seem to be. However, she is not to be underestimated - though she prefers to be friendly and engaging, she can just as easily shift into the calm and calculated demeanor of the huntress when the situation calls for it. Since the deaths of her friends, it is largely this side of her that the world sees.

Appearance:

Celowyn is tall and of average build, with light reddish-brown hair and brown eyes. Aside from her height and the small pair of pointed ears that can sometimes be seen peeking out from her hair, she largely favors her human ancestry and can often pass for human without a great deal of effort. Though not one to shy away from part of what makes her her, this has occasionally come in handy in areas where half-elves are seen as suspicious.