Rogue Elf

Dendarial the Ken Hunter's page

978 posts. Alias of Skorn.


Full Name

Dendarial, the Ken Hunter

Race

Elf (Falconer)

Classes/Levels

Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Gender

M

Size

M

Age

40

Special Abilities

Favored Enemy Humans

Alignment

CG

Deity

Desna

Languages

Common, Elven, Sylven

Occupation

Hunter

Strength 14
Dexterity 18
Constitution 12
Intelligence 11
Wisdom 14
Charisma 7

About Dendarial the Ken Hunter

Back Story:

Known as Den to his few friends, Dendarial has hunted his entire short life. Trained in the Great Woods of Kyonin to the south by his father and his father's father, he hunted game for his tribe, it was a small step for him to begin hunting more intelligent creatures, and only a matter of conviction to begin hunting his own kind. Den claims that Desna called him to vengeance against both men and elves. Yes, Desna, the goddess of freedom and luck has an aspect of vengeance, and Den has responded to the lady’s call. He was good at what he did and with his animal friend Greywing, he could track both men and beast in any terrain. But there were those among his tribe that looked down upon him for hunting elven criminals as well as men. He found he was less welcome than before and that encouraged his decision to leave.

Having proved himself and come of age, now he was being given an opportunity to do something new. There were rumored surviving elven ruins scattered throughout the Stolen Lands to the north. Men moved into these wild lands even now. And as the men move in who would represent the elves in this new land. He was tasked to go as an emissary of Kyonin to help tame this wild place and to claim and care for these sacred elven places. He would take Greywing and see if these men were worthy of peace with the elves or if there were just more bandits to be hunted. He suspected he would find some of both.

Personality:

Stoic and loyal, Den saw himself as a hand of Desna before he left the South for Brevoy and the stolen lands. His targets had chosen their fate. He was merely the instrument of its delivery. He has compassion, but not for those who he was told to hunt. When not hunting Den is quiet and watchful. He only loosens up in small groups of friends where he has been know to laugh and joke, and even dance.

Motivations:

Always a dutiful son of the elves, Den had done what was expected of him. He hunted when there was need. He protected when there was threat. And he brought back criminals (even elves) that his elders sent him after. There is loyalty to his people. This is beyond question. And there is Desna, the Lady. He would always serve her. But maybe there was more to the world than he had been shown. And now there was the chance to go to Brevoy. He had a sense of something new. Maybe freedom? His chaotic nature rebels; pushing him to be more than a tool of the elders. He has a mind and he is sure Desna wants him to use it. Time to think on his own. Time to grow up. Time to define himself in these new lands. The elves want to be part of the opening of these lands and when they asked for volunteers from their number to answer the call and accept the charter he surprised himself in stepping forward.

Appearance:

Dressing in greens and greys, Dendarial is tall and lean, even for an elf. The gleam of his armor is masked by his drab tunic and forest cloak. He wears soft leather boots that allow him to move quietly when he chooses. His raven black hair is long and pulled back in a single knot. His eyes shine a green of new spring grass and belies the serious expression he mostly wears.

DENDARIAL THE KIN HUNTER
Male Elf Ranger 2 (Falconer)
CG Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +9/+11 vs Humans

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DEFENSE
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AC 18, touch 14, flat-footed 14 (+3 armor, +1 buckler, +4 Dex)
hp 19; Current 19
Fort +4, Ref +7, Will +2/4 vs enchantment
Immune sleep; Resist Elven Immunities

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OFFENSE
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Spd 30 ft.
Melee cold iron dagger +4 (1d4+2/19-20/x2)
Long Sword +4 (1d8+2/19-20/x2)
Quarterstaff +4 (1d6+3/20/x2) and
Ranged Longbow +6 (1d8/20/x3)
Point Blank Shot (+1 to hit and damage if within 30 ft)
Special Attacks favored enemy (humans +2), Precise Shot
Ranger (Falconer) Spells Prepared (CL 0):

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STATISTICS
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Str 14, Dex 18, Con 12, Int 11, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 17
Feats: Elven Weapon Proficiencies, Point Blank Shot, Precise Shot
Traits Pioneer (Knowledge [nature]), Starchild

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SKILLS
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Acrobatics +3
Bluff -2 (+2 vs. humans)
Climb +4
Craft (Bows) +3
Escape Artist +2
Fly +2
Handle Animal +2
Heal +9
Intimidate -2
Knowledge (Dungeoneering) +0
Knowledge (geography) +4
Knowledge (nature) +5 (+8 vs. humans)
Linguistics +1
Perception +9 (+11 vs. humans)
Ride +6
Sense Motive +2 (+4 vs. humans)
Stealth +7 (+9 vs. humans)
Survival +7 (+9 vs. humans, +8 to track, +11 to avoid getting lost)
Swim +1
Racial Modifiers +2 Perception, starchild

Languages Common, Elven, Sylvan

SQ animal companion link, combat styles (archery), elven magic, share spells with companion, track +1
Enemies: Humanoids (Human) (+2 bonus) (Ex)

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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch
spells.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Track +1 Add the listed bonus to survival checks made to track.

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GEAR
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Starting gold 150
Weapons
Dagger, cold Iron- 4 Gold
Staff - 0 Gold
Longsword - 15
Longbow - 75
Arrows - 40 - 2 Gold
Arrows, Blunt - 20 - 2 Gold

Armor
Studded leather armor - 25 gold
Buckler - 5 Gold

Other

Ranger's kit -9 gold:

cold weather gear
Healer's Kit
Alchemist's Fire
Bedroll, belt pouch, flint and steel, iron pot, mess kit, rope 10 torches, 5 days rations, waterskin

Backpack - 2

Coin on Hand - 5 GP

Owl Companion - Acio:

Picture

N Small Animal
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 14, flat-footed 12 (+2 Dex, +1 size, +1 natural, +1 dodge)
hp 16 (+4)
Fort +4, Ref +5, Will +3
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Offense
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Speed 10 ft., flight (80 feet, average)
Melee Bite (Owl) +5 (1d4/x2) and
Talon x2 (Owl) +6 x2 (1d4/x2)
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Statistics
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Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Weapon finesse
Tricks Attack [Trick], Down [Trick], Fetch [Trick], Hunt [Trick], Seek [Trick], Swooping Charge [Trick], Watch
[Trick]
Skills Acrobatics +2 (-6 jump), Fly +8, Perception +6, Stealth +10
Languages
SQ attack [trick], down [trick], fetch [trick], hunt [trick], seek [trick], swooping charge [trick], watch [trick]
Other Gear You have no money!
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Special Abilities
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Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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Tricks
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Attack [Trick] The animal will attack on command.
Distract [Trick] The animal flutters wildly around an enemy - a hit = shaken
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Hunt [Trick] Hunts or forages for food to bring to handler.
Watch [Trick] Watches over an area such as a campsite and raises an alarm if it notices any sizable or dangerous creature entering the area.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Flight (80 feet, Average) You can fly!