Elf Archer

Elk'lyn's page

273 posts. Alias of Aku Warashi.


About Elk'lyn

Background:

Born from an ancient elven Family, Elk’lyn was banished from home while still a child. She carried an ancient curse in her blood. The little elf was able to see in the dark, and the family patriarch, would not tolerate that dishonor in his house.

For many and many years, she lived in the streets on a human city, often hiding during the day and going out during the night. Elk’lyn loved climbing to the highest place she could find and stare at the moon and stars, she did not remember anything from her family beliefs, or any cursed bloodline, but she loved the moon, the stars and the light.

The years passed and she began to use her knowledge of human cities to get a job as guide. Often she did not received anything for her services, for she was still a ‘child’, but she was patience and in time, she began to work for a caravan master as a guard trainee. She was fast both in mind and body but frail, so they trained her to use bows and other kind of weapons. The scarce training she had as a child in her elven home came back to her and Elk’lyn was able to master the use of many weapons, melee or long range.

Elk’lyn lived with that caravan for many years. The caravan master and his wife took her as hey daughter, and for the first time, she knew what was to have a family.

During one fated trip to the distant city of Sandpoint, her caravan ambushed during the night. Elk’lyn was the one supposed to be on lookout, but caught off-guard while staring at the stars, they could muster little resistance and soon were slaughtered. The bandits, believing the elf was dead, left her on the road.

Elk’lyn awaked days later in Sandpoint, to find that only she had survived the attack. Obsessed with the bandits that killed her parents, Elk’lyn stayed in the town, learning its secrets and trying to get information that could help her to track the killers. She was a frequent presence at The Rusty Dragon, and once, after Elk’lyn had drowned her sorrows in booze, Ameiko, the lovely Ameiko, was able to get out of the elf her history.

It did not take long then. With the Sheriff Hemlock help, Shalelu tracking skills and Kendra resources, they found the bandies and brought then to justice.

Now, Elk’lyn lives in the town, she has a debit to pay, and even though Ameiko always says she only did what was right, but the right thing that it saved Elk’lyn.

Appearance and Personality:

Slim, pale elf with black eyes, almost white.

Being abandoned by her elf family and then later blaming herself for herself for the death of her human family has left Elk’lyn with some serious scars.
She is quick to smile and dismiss things she doesn’t like as joke or unimportant. Almost never really reveals what she is thinking and has trust issues.

Once she gives her trust it’s absolute to the point of paranoia.
Some would say the elf is crazy.

Statistics:
Female Elf Ranger (Urban) 1
N Medium Humanoid (Elf)
Init +4; Senses Perception +7, darkvision 60ft
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DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex, +0 shield)
hp 11 (1d10+1)
Fort +2, Ref +6, Will +1
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OFFENSE
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Speed 30 ft.
Melee
Longsword +2 (1d8+1 / x2)
Dagger +2 (1d4+1 / x2)
Ranged
Longbow +5 (1d8 / x3)
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STATISTICS
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Str 13, Dex 18, Con 11, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 15
Traits
Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Best Friend (Ameiko): You and the chosen NPC are best friends. You gain a +1 trait bonus on all attack rolls against foes that threaten your friend as well as one of the following (depending on the NPC chosen, consult your GM for specifics):
A +2 trait bonus on Diplomacy checks.
Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you.

Drawbacks
Feats Point blank shot.
Skills (8 points; 6 class, 2 INT)
Acrobatics 4 (+4 dex)
Appraise 2 (+2 int)
Bluff 5 (+1 rank, +3 class, +1 trait)
Climb -1 (+1 str, -2 acp)
Diplomacy 6 (+1 rank, +3 class, +2 trait)
Disable Device* 6 (+1 rank, +3 class, +4 dex, -2 acp)
Disguise 0
Escape Artist 2 (+4 dex, -2 acp)
Fly 2 (+4 dex, -2 acp)
Heal +1 (+1 wis)
Intimidate 0
Kn. Local* +5 (+1 rank, +3 class, +2 int)
Perception +7 (+1 rank, +3 class, +1 wis, +2 race)
Ride 6 (+1 rank, +3 class, +4 dex, -2 acp)
Sense Motive +1 (+1 wis)
Stealth 6 (+1 rank, +3 class, +4 dex, -2 acp)
Survival 7 (+1 rank, +3 class, +1wis, +1 class)
Swim -3 (+1 str, -4 acp)

ACP -2

Non-Standard Skill Bonuses

Languages Common, Elf, Dwarf, Gnome

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SPECIAL ABILITIES
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1st favored enemy(human), track, wild empathy
At will: Light
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Race
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Standard Racial Traits


  • Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Elves are Humanoids with the elf subtype.
  • Base Speed: Elves have a base speed of 30 feet.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • 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.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Alternate Racial Traits


  • Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
  • Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

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GEAR/POSSESSIONS
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1 Longbow (75gp)[3lbs]
40 Arrows, common(2gp)[6lbs]
20 Arrow, Blunt(2)[3lbs]
1 Studded leather (25g)[20lbs]
1 Longsword(15gp)[4lbs]
5 Daggers (5gp)[5lbs]
1 Shield, heavy wooden (7gp)[10lbs]
Newbie Starting kit (41gp)[29,5lbs]{
1 Explorer's Outfit
1 Backpack, common
1 Bedroll
1 Belt pouch
3 Chalk
1 Mess Kit
1 Mirror
50ft silk rope
1 Lantern, Hooded
1 Soap
5 Trail Rations
1 Waterskin
1 Grappling Hook
}

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 80,5lb (50lbs without the backpack).

Money 3 GP 0 SP 0 CP