Wild Elf

Dambreth's page

176 posts. Alias of Aubster.


Full Name

Dambreth

Race

Elf

Classes/Levels

Cleric Lvl 3 XP 3 Armor 0 HP 14/18

Alignment

Good

Strength 13
Dexterity 16
Constitution 10
Intelligence 9
Wisdom 17
Charisma 8

About Dambreth

Dambreth the Elven Ranger is no more...now Dambreth has been reborn as a cleric of Gaia herself. He no longer features wild eyes, wild hair and camouflaged clothing. Now his brown hair is neat and pulled back in a ponytail. His brown eyes are calm and his white robes are simple and clean. Instead of bow and sword, he now carries a simple wooden staff.

Deity's Domain - Healing
Precept - All life is sacred
Advanced moves - First Aid
Pentinent
Spells
Light
Sanctify
Guidance
Cure Light Wounds
Bless
Cause Fear
Sanctuary

What went before
Dambreth is an Elven Ranger that is more comfortable with animals than with people, rarely speaks more than a few words at a time, with wild eyes that are constantly scanning his surroundings. His hair is his most notable feature as it sticks out in all directions and looks as if it has never been brushed or washed. His clothing marks him as a jungle dweller as it's camouflage patterns are designed to trick the eye into passing over him without seeing him as he crouches in the jungle. His lithe body move with impressive dexterity and he handles his hunter's bow with practiced ease.

Even more unusual than Dambreth's appearance is his animal companion. Moving in conjunction as if they share their thoughts is his beloved friend the cougar Scram.

Scram got his name because when he was a kitten he was always tearing everything he could get his paws on apart so the other elves were always telling him to scram.
Ferocity +2, Cunning +2, 0 Armor, Instinct +1 build.
Strengths quick reflexes and keen senses, trained to hunt and fight monsters
Weakness is frightening.

+
M Elf Ranger Lvl 1 XP2

Meet Dambreth, Elven Ranger.

Dambreth is an Elven Ranger that is more comfortable with animals than with people, rarely speaks more than a few words at a time, with wild eyes that are constantly scanning his surroundings. His hair is his most notable feature as it sticks out in all directions and looks as if it has never been brushed or washed. His clothing marks him as a jungle dweller as it's camouflage patterns are designed to trick the eye into passing over him without seeing him as he crouches in the jungle. His lithe body move with impressive dexterity and he handles his hunter's bow with practiced ease.

Even more unusual than Dambreth's appearance is his animal companion. Moving in conjunction as if they share their thoughts is his beloved friend the cougar Scram.

These city-born folk you travel with. Have they heard the call of the wolf? Felt the winds howl in the bleak deserts of the East? Have they hunted their prey with the bow and the knife like you? Hell no. That’s why they need you.
Guide. Hunter. Creature of the wilds. You are these things and more. Your time in the wilderness may have been solitary until now, but the call of some greater thing—call it fate if you like—has cast your lot with these folk. Brave, they may be. Powerful and strong, too. But only you know the secrets of the spaces between.
Without you, they’d be lost. Blaze a trail through the blood and dark, strider.
Look: Wild Eyes, Wild Hair, Camouflaged Clothing, Lithe Body

Stats:
Strength - 13 (+1)
Dexterity - 16 (+2)
Constitution - 12
Intelligence - 9
Wisdom - 16 (+2)
Charisma - 8 (-1)
Damage: d8
Armor: 1 (Leather)
HP: 20/20

Alignment: Chaotic - Free someone from literal or figurative bonds

Race: Elf - When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+.

Bonds:

I have guided Si-Yi before and he owes me.
Sinathel is a friend of nature, so I will be their friend as well.
Hawke does not understand life in the wild, so I will teach him.
Oblivious has no respect for nature, so I have no respect for him

Hunt and Track (Wis)
When you follow a trail of clues left behind by passing creatures, roll+WIS.

✴ On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.

✴ On a 10+, you also choose 1:

Gain a useful bit of information about your quarry, the GM will tell you what
Determine what caused the trail to end

Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

Head
✴ 10+: As 7–9, plus your damage

✴ 7-9: They do nothing but stand and drool for a few moments.

Arms
✴ 10+: As 7-9, plus your damage

✴ 7-9: They drop anything they’re holding.

Legs
✴ 10+: As 7-9, plus your damage

✴ 7-9: They’re hobbled and slow moving.

Animal Companion
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:

Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule

Choose a base:

Ferocity +2, Cunning +1, 1 Armor, Instinct +1
Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:

Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy

Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:

Hunt, search, scout, guard, fight monsters, perform, labor, travel

Choose as many weaknesses as its instinct:

Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame

Command
When you work with your animal companion on something it’s trained in

and you attack the same target, add its ferocity to your damage
and you track, add its cunning to your roll
and you take damage, add its armor to your armor
and you discern realities, add its cunning to your roll
and you parley, add its cunning to your roll
and someone interferes with you, add its instinct to their roll

Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.

✴ On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.

✴ On a 7–9, the spell is cast, but choose one:

You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Gear:

Your load is 11+Str. You start with dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), and a bundle of arrows (3 ammo, 1 weight). Choose your armament:

Hunter’s bow (near, far, 1 weight) and spear (reach, 1 weight)
Choose one:

Adventuring gear (1 weight) and bundle of arrows (3 ammo, 1 weight)

Equipment
Dungeon Rations
Leather Armor
Bundle of Arrows x2
Hunter's Bow
Spear
Adventure Gear