Elf

Dantalion's page

146 posts. Alias of Zotsune.


Full Name

Dantalion

Race

Elf

Classes/Levels

Falconer Ranger 3

Gender

Male

Size

Medium

Age

132

Alignment

NG

Deity

Erastil

Location

Brevoy

Languages

Common, Elven

Strength 12
Dexterity 17
Constitution 8
Intelligence 10
Wisdom 13
Charisma 14

About Dantalion

Back Story:

Dantalion was born and raised in the northern lands of Brevoy and always felt a part of the proud nation.

His days, well years, were filled with learning the art of the bow and making best use of it in every situation possible. If forced to engage the enemy in melee combat he would retreat and shoot more arrows with his bow. Along the way he found a bird, an eagle in fact, far away from its home. He took in the eagle and named him Caelus.

After a few months of feeding and watching over Caelus, Dantalion taught his new friend how to hunt for food and such. The two had become inseparable and Dantalion vowed that he would never put Caelus in harm’s way until Caelus could take care of himself once more.
Dantalion’s studies with the bow and with nature itself brought him even closer to understanding the true Brevoy spirit and a want to always protect this land from invaders.

Noting the regional strife as the years past he knew something big was going to happen soon. As such when he heard call for people to tame the Stolen Lands and reclaim them in the name of Brevoy he simply asked “Where do I sign up?”

Appearance:

Dantalion is a tall Elven male wearing a green garb, and brown leggings, which allow him to almost blend in with any forest, or other dark green setting. Under his garb is simple leather armor, everyone needs to protect themselves and leather armor is the least restricting armor that provides some protection. He has long brown hair that is put in a ponytail and goes down to the middle of his back. On his left shoulder is his feathered partner Caelus, a noble eagle who looks like he can take on the world by his master’s side.

Racial Traits:

Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

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.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven.

Traits, Feats, Class Features:

-----Traits-----
Issian: You were raised northern Brevoy, a land of
misty shores and harsh hill lands, of snowy vistas and
violet-hued mountains. You are descended from an able
and intelligent people, and you have grand ambitions, a
mind alert for opportunity, and the tenacity to fight for
your goals no matter the challenge. You care for little
more than achieving your aspirations and opportunities
to win wealthy and grandeur, for which few costs
prove too great. You see yourself as a citizen of Brevoy
through and through. The call for champions willing
to help take back your country’s rightful holdings in the
Stolen Lands has inflamed your dreams of profit and
possibilities, so you have joined an expedition to quest
south. Your agile mind grants you a +1 trait bonus on all
Will saves made to resist mind-affecting effects.

Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

-----Feats------
Point-Blank Shot: +1 on attack and damage rolls when the target is within 30ft.
Precise Shot: Take no penalties when firing into melee.
Rapid Shot: -2 on all attack rolls for an extra arrow to fly.

-----Class Features-----
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.

- Humanoid (Human)

Combat Style: Archery: Precise Shot.

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

Feathered Companion (Ex): At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion,
and that companion has only half the normal hit points.

The falconer cannot teach the bird of prey the work trick, but can teach it either the roam or distract trick for free. Whichever trick the falconer does not pick then can be picked as a trick later.

Roam (DC 15): The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.

Endurance: as the feat.

Favored Terrain: At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

- Forest.

Equipment:

Composite Longbow | 3 lbs.
Arrows, Common (40) | 12 lbs.
Leather Armor | 15 lbs.
Backpack | 2 lbs.
Bedroll | 5 lbs.
Trail Rations(4 days) | 4 lbs.
Waterskin | 4 lbs.
Explorer's Outfit | 8 lbs.
Pouch, Belt | .5 lbs.
Soap | .5 lbs.
Alchemist's Fire(2) | 4 lbs.
Total Gold Spent: 158 G, 2 S, 1 C Total Weight: 50 lbs (light)

Total Gold Left: 16 G, 8 S, 9 C

Equipment Update:
Arrows, Common (+40)
Sword, Short | 2 lbs.
Alchemist's Fire | 2 lbs.
Cure Light Wounds Potion x2
Thunderstone
Masterwork Composite Longbow +1

Caelus's Stats:

Size Small;

Speed 10 ft., fly 80 ft. (average);

AC +3 natural armor;

Attack bite (1d4), 2 talons (1d4);

Ability Scores Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6;

Special Qualities low-light vision.
Evasion

Combat:

-----Offense-----
Initiative: +5
Movement: 30ft.
Ranged To Hit: +7 (+9 if Human) (+8 if within 30ft.) (+10 if within 30ft. and Human)
Ranged Damage: 1d8+1 (1d8+3 if Human) (1d8+2 if within 30ft.) (1d8+4 if within 30ft. and Human)
Melee To Hit: +4 (+6 if Human)
Sword, Short Damage: 1d6+1 (1d6+3 if Human)

-----Defense------
HP: 22
AC: 15 FF:12 Touch: 13
Saves: Fort: +2 Ref: +6 Will: +2 (+2 against enchantment spells and effects, +1 against mind-affecting effects)

-----Caelus Offense-----
Initiative: +2
Movement: 10ft. (walking), 80ft. (flying)
Melee To Hit: +2
Melee Damage: Bite (1d4), 2 Talons (1d4)

-----Caelus Defense-----
HP: 9
AC: 16 FF: 14 Touch: 13
Saves: Fort: +4 Ref: +5 Will: +2
Evasion

Skills:

Handle Animal +8, Knowledge (Geography) +6, Knowledge (Nature) +6, Perception +9(+10 against Humans), Stealth +9, Survival +7(+2 when searching for tracks/following tracks)(+2 against humans)

Caelus's Skills:

Fly +8, Perception +6, Stealth +6 (no ranks just +4 from being Small and +2 from Dex)

Caelus's Feats:

Toughness

Caelus's Tricks:

Bombard
Deliver
Entertain
Exclusive
Roam*
Guard
Attack
Distract

Trackable Things:

Arrows: 60
Alchemist's Fire: 3
Gold: 786
Silver: 8
Copper: 9