Wild Elf

Dharius's page

48 posts. Alias of Edeldhur.


About Dharius

Dharius is a young Wood Elf of the Dreadwood, one of the many quiet guardians who patrol the forest's borders and game trails. Though still early in his training as a ranger, he has already earned a reputation for his keen eye, steady bow, and fearless sword arm when defending the forest against orcs, goblins, and other raiders.

Unlike many of his kin, Dharius believes that the growing dangers beyond the trees cannot be ignored. The old paths between the forests, hills, and kingdoms are becoming less safe each season, and the spread of monstrous tribes threatens elf and human alike. With the blessing of his elders, he has left the Dreadwood to learn more of the lands of Keoland and its neighbors, hunting evil where he finds it while proving himself worthy of the title of Ranger.

Though reserved among strangers, Dharius judges others by their deeds rather than their race, offering respect to those who honor the balance of nature and protect the innocent.

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Darius, 1st Level Ranger

Race: Wood Elf (Sylvan)
Alignment: Neutral Good

Level: 1 (Runner)
XP: 0 / 2,251

Ability Scores

STR: 18/75 (Hit Prob: +2; Damage Adj: +3; Weight Allowance: +1,250; Open Doors: 1-4; Bend Bars: 25%)
INT: 13 (Additional Languages: 3)
WIS: 15 (Magical Attack Adjustment: +1)
DEX: 18 (Reaction/Attacking Adj: +3; Defensive Adjustment: -4)
CON: 15 (Hit Point Adjustment: +1 per die; System Shock: 91%; Resurrection: 94%)
CHA: 9 (Max Henchmen: 4; Loyalty Base: Normal; Reaction Adj: Normal)

Combat Statistics

Hit Points (HP): 18 (Max 2d8 + 1 bonus per die from Constitution [+2])
Armor Class (AC): 3 (Leather Armor [AC 8], Large Shield [-1 AC], and Dex Bonus [-4 AC])
THAC0 (To Hit AC 0): 20
Movement: 12"

Combat Calculations

-- Longsword (Weapon Specialist) --
To Hit: +4 (+2 Strength bonus, +1 Elf racial bonus, +1 Specialization bonus)
Damage (S/M): 1-8 + 5 (+3 Strength bonus, +2 Specialization bonus)
Damage (L): 1-12 + 5 (+3 Strength bonus, +2 Specialization bonus)
Attacks Per Round: 3/2 (3 attacks every 2 rounds)

-- Longbow (Proficient) --
To Hit: +4 (+3 Dexterity bonus for missiles, +1 Elf racial bonus)
Damage (S/M): 1-6
Damage (L): 1-6
Rate of Fire: 2 shots per melee round

-- Dagger (Non-Proficient) --
To Hit (Melee): 0 (+2 Strength bonus, -2 Non-proficiency penalty)
To Hit (Ranged): +1 (+3 Dexterity bonus, -2 Non-proficiency penalty)
Damage (S/M): 1-4 + 3 (+3 Strength bonus)
Damage (L): 1-3 + 3 (+3 Strength bonus)

Note: Against "Giant-Class" humanoids (Orcs, Goblins, Ogres, Giants, etc.), add an additional +1 damage for your experience level.

Class Abilities

Giant-Class Damage Bonus: Add +1 point of damage per level to melee hits against "giant class" humanoids (goblins, orcs, ogres, giants, etc.)
Surprise: You surprise others on a roll of 1-4 in 6 (natural surroundings with light armor) and are surprised only on a roll of 1 in 6.
Tracking: Follow tracks - standard base chances of 90% outdoors and 65% underground.

Racial Abilities (Wood Elf)

Infravision: See up to 60' in darkness.
Resistances: 90% resistance to Sleep and Charm spells.
Detection: 1-in-6 chance to notice secret doors by passing; active searching increases this to 2-in-6 for secret and 3-in-6 for concealed doors.
Languages: Common, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll.

Equipment
Remaining: 21.71 gp.

Leather Armor
Shield, Large
Long Sword
Longbow
Arrows (20)
Dagger
Hand Axe
Backpack
Iron Rations: 1 week
Rope, 50'
Waterskin
Tinder Box + flint and steel
Torches (5)
Oil, Flasks (2)
Sacks, Large (2)
Mule
Saddlebags, Large
Bit and Bridle
Grain (7 days)
Small Silver Mirror
Iron Spikes (10)
Garlic
Wolvesbane

Proficiencies

Weapon Proficiencies (3 Initial):
Long Sword (Specialization)
Longbow
Non-proficient with Dagger and Hand Axe (-2 penalty to hit)

Nonweapon (Secondary) Skill:
Forester: Provides background knowledge in woodland survival and identification.

Saving Throws
Paralyzation/Poison/Death: 14
Petrifaction/Polymorph: 15
Rod/Staff/Wand: 16 (Note: +1 Wisdom bonus vs mental attacks)
Breath Weapon: 17 (Note: +4 Dexterity bonus to AC saves)
Spell: 17 (Note: +1 Wisdom bonus vs mental attacks)