Speed 30 ft. | Melee [dice=scimitar]1d20+4[/dice] ([dice=Damage]1d6+3[/dice]/18-20 x2) | Ranged [dice=shortbow]1d20+6[/dice] ([dice=damage]1d6[/dice]/x3) Special Attacks favored enemy (goblinoids +2)
Classes/Levels
hp 11 AC 19, touch 14, flat-footed 15 | CMB +4; CMD 18 | F +3, R +6, W +1; +2 vs. enchantments Immune sleep
Strength
16
Dexterity
18
Constitution
12
Intelligence
14
Wisdom
13
Charisma
13
About Erthor
Erthor, Son of the Laiquendi,
Male elf ranger (Sky Stalker, Toxophilite) 1 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder Player Companion: Ranged Tactics Toolbox 11)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee scimitar +4 (1d6+3/18-20 x2)
Ranged shortbow +6 (1d6/x3)
Special Attacks favored enemy (goblinoids +2)
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Statistics
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Str 16, Dex 18, Con 12, Int 14, Wis 13, Cha 13
Base Atk +1; CMB +4; CMD 18
Feats Point-Blank Shot
Traits amazonian archer (perunalia), armored rider
Skills Climb +6, Handle Animal +5, Heal +5, Knowledge (geography) +6, Perception +7, Ride +9, Stealth +7, Survival +5, Swim +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Orc, Sylvan
SQ arrow-splitter, elven magic, track +1
Other Gear lamellar cuirass, torso piece, studded leather, arm piece, studded leather, leg piece, buckler, scimitar, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 16 gp
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Special Abilities
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Arrow-Splitter (Ex) +1 bonus on ranged attack rolls vs. creatures or objects 2 or more size cat smaller than you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
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Background:
Though being born long after Denethor's demise, Erthor is among the last survivors of his scattered people. His name often times seems to mock the grim state of his kind in the lands they had once conquered.
Born over a century ago, Erthor had a brutal childhood. Having survived multiple raids by roaming Goblin and Orc forces that still plagued their lands. At the age of eighty he lost both of his parents in one of the bloodiest raids their people had ever suffered. His village was nearly wiped out, leaving behind nothing but the children that had hidden in the secret alcoves made for them by their parents.
These children, Erthor being the eldest, emerged from hiding to find everything they had destroyed. They salvaged together what they could, at least enough weapons to hunt and protect themselves before they departed their ancestral village. Being the Eldest made Erthor the leader of this rag tag group of orphaned children and as there leader he was determined to protect them. He led them to a secluded cave hidden by a heavy copse of trees high in the forested lands of Breiland. There they rebuilt a semblence of community, using the skills that their parents taught them to survive. It was in this secluded place they grew up, honed their skills as craftsmen and as warrirors.
Their hatred for goblinoids gave him the strength to hunt their damned kind near tirelessly. This led to certain parts of the wood being taboo to some of their weak-hearted foes, as so many of them had been felled by Erthor and his fellows bows. This saved them over the intervening years, especially as the enemy had no central leadership. By the time their became adults they had found more of their own people and started to maintain regular contact.
This regular contact brought upon a sense of wanting in their small, isolated community, a wanting that eventually led to the decision to rejoin their kinsmen. It was a decision that Erthor didn't agree with, but years of being their leader had given him the insight that certain change was needed. So instead of fighting it he cast a vote and voted they abandon their home and rejoin their kin. Though when the others began to depart he bid them farewell and decided to head out to the lands where darkness was rising again.
No longer burdened by having to protect his people he could now focus on expanding his skills and honing his abilitie. He now sought out a legendary creature, one that let him bring death from the skies and give him greater mobility in the dark days that were surely coming again to Brieland.
Personality:
Courageous A leader inspires with his actions. Erthor often times led the charge or took the first shot against the hated foe. When things got tough Erthor was the first to move forward, a habit he honed since the death of his parents.
Calm Despite the anger that festered in his heart, Erthor had a sense of calm about him. He learned the hard way that hatred, though powerful, led to mistakes. Mistakes that often got others or yourself killed.
Studious Erthor wasn't much like his kind, he was always learning and never content to sit back and 'go with the flow'. To him that idleness is what makes his kind such soft targets, their immortal nature was their greatest weakness. So instead he choose to learn and live like he would die tomorrow. Because often times that was a strong possibility.
Team-Orientated Being a leader among children survivors, and growing up fending off Orcs and goblins by the skin of their teeth, forced them to hone tactics as a team. Because timing their shots and overlapping their arrows flight could keep even a large foe pinned down and unable to charge their high ground position.
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