Snowcaster Sentry

Endra Densinri's page

525 posts. Organized Play character for PaleDim.


Race

| ♥83 | ⛨25; resist cold 3, void 1 | F +11 R +15 W +13 (Fear S=CS) | Perc +15; low-light vision | Stealth +15

Classes/Levels

| speed 30 ft. | Exploration: Avoid Notice | ⚕none

Gender

female elf scout eldritch archer 7

Occupation

◆◇↻♥️✋☘️⛨⚕☐☑

About Endra Densinri

Female elf fighter 7
Medium, Elf, Humanoid
Heritage arctic elf
Background scout
Perception +15; low-light vision
Languages Common, Draconic, Elven, Goblin, Varisian
Skills Acrobatics +13, Athletics +9, Cold Terrain Lore +11, Nature +11, Pathfinder Society Lore +11, Scouting Lore +13, Society +11, Stealth +15, Survival +13
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Items +1 leather armor, +1 striking ghost touch longbow (40 arrows), +1 striking shortsword, holy water (2), lesser alchemist's fire (2), bedroll, cat's eye elixir, chalk (10), climbing kit, compass, flint and steel, grappling hook, lesser antidote, lesser antiplague, lesser sinew-shock serum[APG], rope (50 feet), soap, spacious pouch i, waterskin, wayfinder (pearly white spindle aeon stone), winter clothing, 601 gp, 2 sp, 5 cp
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AC 25; Fort +11; Ref +15; Will +13 (Successes vs. fear effects are critical successes instead)
HP 83; Resistances cold 3, void 1
Reactive Strike [R] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using; Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
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Speed 30 feet
Melee [1] [i]+1 striking shortsword[/i] +16 (magical, versatile S, agile, finesse), Damage 2d6+2 P
Ranged [1] [i]+1 striking ghost touch longbow[/i] +18 (magical, range increment 100 feet, reload 0, volley 30, deadly d10), Damage 2d8+3 P
Ranged [1] lesser alchemist's fire +15 (alchemical, bomb, consumable, fire, splash, thrown 20 ft.), Damage 1d8+2 F +1 pers F +1 F splash
Ranged [1] [i]holy water[/i] +15 (consumable, divine, holy, splash, thrown 20 ft.), Damage 1d6+2 Spir +1 Spir splash
Primal Eldritch Archer Spells DC 23, attack +13; Cantrips (4th) ignition
Innate Spells DC 23, attack +13; Cantrips (4th) shield
Ancestry Feats Elven Instincts[LOCG], Otherworldly Magic
Class Feats Assisting Shot, Double Shot, Eldritch Archer Dedication, Point Blank Stance
General Feats Shield Block, Toughness, Untrained Improvisation
Skill Feats Experienced Tracker, Forager, Kreighton's Cognitive Crossover (society, nature)[LOPFS], Terrain Expertise
Other Abilities battlefield surveyor, bravery, fighter weapon mastery, shield block
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Chronicles

HERE
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Appearance
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Into the lodge darts a lithe, young elven woman with a fur-lined cloak, heavier than one expects in these parts. She has a pack over one shoulder and a longbow over the other and they both drop down in a fluid motion as she discards the thick coat, as if squarely completing the transition from a much colder place. Underneath is nondescript hide and breeches of earthy tones. Her complexion is overly pale, even for an elf. Most interestingly, an intricate pattern of tattoos can now be seen reaching from her forearms to just where her hands meet her wrists. Sleeves hide where they begin. Her blond hair is always tied back and out of her way.

Layered Arctic Gear: Even in the Inner Sea’s humidity, Endra likely retains elements of her Snowcaster heritage—fur-lined collars, high-grip boots, and perhaps a specialized cloak that shifts colors slightly to match the terrain.

The Fighter’s Lean: She carries the typical long-limbed grace of an elf, but it’s tempered by the pragmatism of a soldier. Her weapons aren't ceremonial; they are scarred, well-oiled, and always within a finger’s reach.

The "Unblinking" Stare: As a scout who frequently uses Avoid Notice, her eyes are constantly scanning the middle distance. She looks through people, not at them, as if watching for a movement in the treeline that hasn't happened yet.
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Behavior and Personality
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She moves very deliberately and swiftly, while her at-rest stance is of someone about to break into a sprint. She's always "on her toes."
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You Might...
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* Automatically calculate the distance to the nearest cover the moment you enter a new room.
* Quietly signal for silence with a sharp gesture the moment a bird stops singing nearby.
* Check your bowstring for tension every time the temperature or humidity changes.
* Carefully curate your relationships with people with shorter lifespans.
* Adopt specialized or obscure interests simply for the sake of mastering them.
* Know the purpose and quality of every weapon and piece of armor you own.
* Recognize that the danger of an adventurer’s life must be balanced out with great revelry or ambitious works.
* Have little patience for puzzles or problems that require detailed logic or study.
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Others Probably...
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* Find it unnerving how you seem to "materialize" out of the shadows right when they were about to call for you.
* Wonder if you’re actually listening to them, as you’re constantly scanning the horizon instead of making eye contact.
* Feel immensely safer the moment they see you've already nocked an arrow.
* Focus on your appearance, either admiring your grace or treating you as if you're physically fragile.
* Worry that you privately look down on them, or feel like you're condescending and aloof.
* Find you intimidating until they get to know you—and maybe even after they get to know you.
* Expect you’re all brawn and no brains.
* Respect your expertise in the art of warfare and value your opinion on the quality of armaments.
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Edicts
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* Maintain the Sentry: Never enter a period of rest without ensuring the perimeter is secure and an escape route is identified.
* Trust the First Impression: Act on your initial instinct during a scouting mission; second-guessing leads to hesitation, and hesitation kills.
* Respect the Road: Offer a small token or "reading" to a fellow traveler as thanks for safe passage through a territory.
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Anathema
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* The Blind Lead: Knowingly lead an ally into a tactical disadvantage or a trap you sensed but didn't mention.
* Abandon the Watch: Fall asleep on guard duty or leave a post you promised to cover.
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Background
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Endra spent many long months in the cold North, after her coming of age, scouting and tracking the movement of goblins for her elven settlement in Hoarwood forest in Irrisen. She'd ranged the breadth of her nearby wilderness much earlier in life, but these were the first times she scouted on her own.

Because of the smoothness of this transition her elders suggest that maybe she range a bit wider, and see more of the world. A pathfinder group had just passed through and she visited their recruitment tent. Within the day she was headed Southeast by foot, joining up with random caravans when available. She bided her time crafting bows for caravan drivers, make a handful of copper along the way.

She arrives at Tymon, wide-eyed and unsuspecting of the world, ready to do good with the society.

Her elders, who might have some connections with the society despite not letting on the specific of their past adventures, might have passed along a recommendation that Holgarin would get a high-spirited archer with a wondrous curiosity for magic for his "witch hunt."
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Concept
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TODO
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Botting
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TODO
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References
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Build:
Spells:
Rules: Snare Crafting, Snares - Rules