Jal, at casual glance, is rather unremarkable in nearly every way. He's of average height and weight, with the usual black hair, olive skin, and dark eyes of his Varisian kin. His tattoos are likewise Varisian, dotting his skin, with a symbol for Desna on one forearm and Calistra on the other. The slight tilt and coloring of his eyes, a subtle delicateness to his features, and a slight pointedness to his ears give away his elven blood... but not in a way that really attracts notice.
His clothes are similarly unsurprising for a Varisian, road-stained traveler's clothes with flashes of color showing up on and under the more practically-chosen articles. And around his neck is his kapenia, a long scarf that is a dizzying mish-mash of purples, oranges, and reds with intricate designs and ornaments.
In nearly any crowd, you'd look right past him. And Jal's just fine with that.
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INFO Ancestry & Heritage: Human (Half-Elf)
Background: Criminal
Class: Ranger 3; Experience: 0
Size: Med
Traits: Elf, Human
Alignment: CN Diety: functional atheist, appreciates Desna & Calistria
Languages: Common (Taldan), Goblin, Varisian
ANCESTRY FEATS & ABILITIES
Nimble Elf (Lvl 1): Your muscles are tightly honed. Your Speed increases by 5 feet.
SKILL FEATS
Experienced Smuggler (Criminal BG)
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.
GNERAL FEATS
None
RANGER FEATS Hunted Shot (Lvl 1) (Actions: 1)
– Frequency: once per round
– Requirement: You are wielding a ranged weapon with reload 0.
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
HUNT PREY [Actions: 1]
(CONCENTRATE) (RANGER)
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
PRECISION
You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
GEAR:
varisian traveler's clothes, Kapenia, studded leather, longsword, 3 daggers, morningstar, wooden shield, shortbow, arrows (20), belt pouch (10 chalks, flint and steel), belt pouch (thieves' tools, replacement picks)