Elf Archer

Eriniel's page

3 posts. Alias of cuatroespada.


Race

Elf

Classes/Levels

Hunter 1

Gender

Female

Size

M

Age

121

Alignment

CG

Languages

Common, Elven, Orc, Sylvan

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 8

About Eriniel

Eriniel stands six feet tall and, though her frame is still graceful and slender by human standards, she appears a bit hardy for an elf. He long white hair flows in nearly perfectly straight locks down to the middle of her back. Her intense gaze gives the impression that her emerald green eyes can pierce anything and see everything.

Elf Hunter 1
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +8

DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +2

OFFENSE
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Speed 35 ft.
Melee
Ranged longbow +4 (1d8/x3)
Space 5 ft.; Reach 5 ft.

Hunter Spells Known (CL 1st; concentration +2)
¤ Orisons (at will)create water, detect magic, guidance, light
¤ 1st (2/day)faerie fire, gravity bow

STATISTICS
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Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 15
Traits Restless Wayfarer, Warrior of Old
Feats Point-Blank Shot
Skills Bluff -1, Handle Animal +3, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +5, Perception +8, Stealth +8, Survival +6
Languages Common, Elven, Orc, Sylvan
SQ animal companion (big cat, Osellë), elven immunities (immune to magical sleep effects; +2 racial bonus to saves vs. enchantments), keen senses (+2 racial bonus to Perception checks), long limbed (base move speed of 35), silent hunter (reduce the penalty for using Stealth while moving by 5 and make Stealth checks while running at a –20 penalty, which includes the penalty reduction from this racial trait)
Combat Gear —; Other Gear cold weather outfit, explorer's outfit, longbow, studded leather [38 lbs.]
Wealth 52 g

SPECIAL ABILITIES
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Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

  • Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
  • Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
  • Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
  • Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
  • Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
  • Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
  • Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
  • Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
  • Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
  • Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
  • Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
  • Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

    Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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 hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

    OSELLË:
    N Medium animal
    Init +3; Senses low-light vision, scent; Perception +6

    DEFENSE
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    AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
    hp 16 (2d8+4)
    Fort +4, Ref +6, Will +2

    OFFENSE
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    Speed 40 ft.
    Melee bite +2 (1d6+1), 2 claws +2 (1d4+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks rake (2 claws +2, 1d4+1)

    STATISTICS
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    Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
    Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
    Feats Power Attack
    Skills Acrobatics +7, Perception +6
    Tricks Aid, Attack, Defend, Down, Exclusive, Flank, Flee
    SQ link, share spells
    Gear

    SPECIAL ABILITIES
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    Rake (ex): A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

    10 Minute Background:

    Step 1: Write 5 things about your concept and background that you think are most essential to your character.

    1) Their mother, Isilindë, left home when the girls were mostly too young to really remember her. Sú doesn't remember her at all and Ára's memories are hazy, but Erin remembers her clearly. She said she felt called and compelled to answer.

    2) Their father, Aldarion, was heartbroken and became a bit overbearing when his wife left their family.

    3) Erin also left home because she felt a calling, breaking her father's heart again. She has never consciously felt inclined to search for her mother, but in the back of her mind, she certainly hopes to.

    4) Erin and Ára are closer in age than Ára and Sú, but Erin and Sú have always gotten along better. Erin is just like their mother, so their father has given her the most attention since their mother left. Ára has always been a bit resentful of Eriniel for this reason.

    5) She approaches new people cautiously and with a sense of feigned indifference (like a stereotypical housecat), but is fiercely loyal to those she's willing to call friends.

    Step 2: Two goals you'd like the character to accomplish during the game

    1) Even if she and her father never can, I'd like to see Eriniel and Ára come to understand one another.

    2) Perhaps she does find her mother (or maybe her mother finds her father) and her father gets some closure and everyone can get what they want.

    Step 3: Two secrets about the character - one she knows, one she isn't aware of.

    1) Sú sent word that Ára had left home determined to bring Erin back by force if necessary. She's not looking forward to that confrontation.

    2) Isilindë isn't actually Sú's mother.

    Step 4: Three people tied to your character through blood, romance or honor. Two are friendly, one maybe not so much.

    1) Askelbert, a gnome illusionist wizard whose life Eriniel once saved. He had plans to become a teacher once he'd seen the world.

    2) Súwen (Sú), Eriniel's youngest sister the rogue, is her eldest sister's biggest fan though she hasn't seen Erin since she left. As the baby of the family, she tends to get away with whatever she does, so she does whatever she wants.

    3) Ára, Eriniel's younger sister, is dead set on bringing her home in a misguided attempt to please their father and garner his favor. She is a talented druid as she's been trying to follow in Aldarion's footsteps.

    Step 5: Three key memories

    1) The day she found the rare white panther cub orphaned in the woods, she recalls wondering where its mother was and whether or not she was coming back for it. Then she coaxed it from its hiding place and brought it home to live with her. They've been inseparable since.

    2) She remembers the days before she and her sisters' relationship was weakened by the family drama. Sure they were just kids, but she always felt like they could do anything together. She hasn't felt that in ages.

    3) She recalls all the misplaced anger and her part in exacerbating it on the day she left.