Elf Archer

Eloen Tamlyranth's page

323 posts. Alias of Jesse Heinig.

Full Name

Eloen Tamlyranth




Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2








Chaotic Good




Common (Taldane), Elven; Sylvan


Hunter, trapper, fur-trader, survivalist, foxclaw scout

Homepage URL

Picture (except the absurd heels)

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

About Eloen Tamlyranth

Eloen Tamlyranth
Female elf ranger (guide, trapper) 5
CG Medium humanoid (elf)
Init +3; Senses Perception +12 (+14 vs. traps); low-light vision


AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
HP 56 (10 + 8 + 9 + 9 + 10, +5 Con, +5 favored class)
Fort +6 (+4 base, +1 Con, +1 resistance), Ref +8 (+4 base, +3 Dex, +1 resistance), Will +4 (+1 base, +2 Wis, +1 resistance) {+2 trait bonus vs. fear}


Speed 35 ft. (25 ft. due to encumbrance)
Ranged Longbow +9 (1d8/x3, piercing; 100 ft. range)
Melee Mithral shortsword +7 (1d6+1/x2, piercing)
Melee Masterwork cold iron shortsword +7 (1d6+1/x2, piercing)
Melee Handaxe +6 (1d6+1/x2, slashing)
Melee Dagger +6 (1d4+1/19-20/x2, piercing or slashing)


Str 13, Dex 17, Con 12, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +6; CMD 19
Languages: Common (Taldane), Elven; Sylvan


Level 1
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Ranger 2 Archery fighting style
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Level 3
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Ranger 3 bonus feat
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Level 5
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Longbow


Courageous (Combat): Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head.
Benefit: You gain a +2 trait bonus on saving throws against fear effects.

Fangwood (Campaign): You were raised deep in the Fangwood, and are familiar with the lore of the Fey who dwell within, having learned both how to appease and how to resist them. You gain a +2 trait bonus to Diplomacy, Perception, Knowledge and Sense Motive tests when dealing with the fey. Additionally, you also gain a +2 trait bonus to saves made against the spells and supernatural abilities of the fey. If you are a spellcaster, you also gain a +2 trait bonus to caster level checks to overcome the spell resistance of the fey.

Adventuring Skills

Total skill ranks: 35/10 (30 ranger, +5 Int; 10 background skills)

Climb +5 [+4] (1 rank, +1 Str, +3 class skill)
Disable Device +12 [+11] (5 ranks, +3 Dex, +3 class skill, +1 trapfinding) {+2 with masterwork thieves' tools}
Heal +9 (5 ranks, +2 Wis, +3 class skill)
Knowledge (dungeoneering) +6 (2 ranks, +1 Int, +3 class skill)
Knowledge (nature) +10 (5 ranks, +1 Int, +3 class skill, +1 Woodcraft) {+1 in forests}
Perception +12 (5 ranks, +2 Wis, +3 class skill, +2 Keen Senses) {+2 to spot traps}
Ride +7 [+6] (1 rank, +3 Dex, +3 class skill)
Stealth +11 [+10] (5 ranks, +3 Dex, +3 class skill)
Survival +11 (5 ranks, +2 Wis, +3 class skill, +1 Woodcraft) {+1 in forests}
Swim +5 [+4] (1 rank, +1 Str, +3 class skill)

Background Skills

Craft (traps) +9 (5 ranks, +1 Int, +3 class skill)
Handle Animal +10 (5 ranks, +2 Wis, +3 class skill)

Untrained Skills

Bluff +1 (+1 Cha)
Diplomacy +1 (+1 Cha)
Intimidate +1 (+1 Cha)
Sense Motive +2 (+2 Wis)


Total starting wealth: 300 gp

Explorer's outfit (free starting outfit)
Longbow (75 gp, 3 lbs.)
Durable cold iron arrows, 20 (40 gp, 3 lbs.)
Handaxe (6 gp, 3 lbs.)
Dagger (2 gp, 1 lb.)
Mithral chain shirt (12½ lbs.)
Masterwork thieves' tools (2 lbs.)
Mithral shortsword (1 lb.)
Masterwork cold iron shortsword (2 lbs.)
Cloak of resistance +1 (1 lb.)
Buckler (5 gp, 5 lbs.)
Jade cameo (250 gp value)
Masterwork backpack (50 gp, 4 lbs.)
• Artisan's tools (trapmaking) (5 gp, 2 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteens, 2 (2 gp ea., 1 lb. ea.) with 1 gal. water (8 lbs.)
• Compass (10 gp, ½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Shovel (2 gp, 8 lbs.)
• Soap (1 cp)
• Tent, small (10 gp, 20 lbs.)
• Trail rations, 8 days (4 gp, 8 lbs.)
• Whetstone (2 cp, 1 lb.)
• 3385 gp, 3 sp, 12 cp

Weight carried: 98 lbs.
Carrying capacity w/masterwork backpack: 58/116/175

Special Abilities


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.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Ranger (guide, trapper) 5

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Ranger’s Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.

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

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Chosen style: Archery

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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 +2

Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger’s allies leave no trail and can’t be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.


Description: Eloen is lean and slender, with an angular face, sharply-pointed straight ears, and a small nose. She has long legs and a compact torso, and shoulder-length blonde hair usually kept ponytailed or at least gathered. Her eyes are a verdant green with gold flecks, like autumn trees that are just beginning to turn. She has pierced ears, with earrings both near the top of her long pointed ears and below.
When armed for battle she wears a soft leather archer's halter and leggings with a studded leather jerkin and soft studded trousers, and carries a worn longbow. She dons archer's gloves and keeps a sturdy steel bracer on her left arm.

Hair: Blonde
Eyes: Green
Height: 5' 11"
Weight: 145 lbs.

Background: Eloen was raised in a tiny elven community in the Fangwood, a group of wood elves that lived in (some) harmony with local Fair Folk such as dryads and pixies. The community survived primarily by hunting and gathering, as a mostly self-sufficient tiny village that relied on archery and magic for its defense and subsistence needs. Her family, like the others, all conducted a variety of tasks, ranging from foraging to bowmaking to trap-building to cooking to woodworking. In a small community, everyone had to chip in to keep things functional.
Drawn to the woods like many elves, Eloen took to wandering and living on her own. Her skills with the bow and her cunning in making traps became her way of living as she gradually wandered for several years before arriving in Nirmathas.
Though she doesn't like big cities, she does occasionally need to visit a community for repairs or tools, and she most recently visited Lastwall and spent some time there, selling meat and furs and learning about local recent events.

Personality Traits: Eloen is fastidious and organized, a stark contrast to many elves. She is deeply reverent and sees the natural world in all its glory as a reflection of divinity. She is something of a loner, but she likes occasionally crossing paths with other people, though she has a distaste for urbanized spaces (smelly cities of humanity, for the most part).
Eloen loves fruits and likes most vegetables, especially boiled root vegetables (like onions, beets, and yams). She will eat red or white meat but isn't especially fond of it, and she dislikes beer, ale, and sour foods.
Eloen likes domestic animals and is cautious around wild ones. She is indifferent to children but distantly kind to them and has not settled on the possibility of having a family of her own.
Eloen is gregarious and very much a "people person," though she is just as happy to be quietly watching a deer in the woods as to be dancing at a village festival. She is non-judgmental, but she considers her morals and values a personal item between herself and her deity, and refrains from making comments about other people's life choices unless they are evil.

Bot Instructions
* Use bow in ranged combat as needed to support the party.
* If in melee, attempt to disengage to range.
* Use survival skills to live off the land, avoid monsters, and set ambushes for enemies
* Protect the innocent, defend people's autonomy, respect beauty and nature