About Kernithar FlottWoodland Elf Ranger (Flurry) with Druid Dedication 10
Perception (M): +20 (+22 for Initiative)
Elven Curved Blade:
+1 Striking Elven Curved Blade (Elf, Finesse, Forceful, Uncommon)[/url] [dice=Elven Curved Blade (1)]1d20+20[/dice][dice=Damage]2d8+3[/dice] [dice=Elven Curved Blade (2)]1d20+20-5[/dice][dice=Damage (Forceful)]2d8+4[/dice] [dice=Elven Curved Blade (3)]1d20+20-10[/dice][dice=Damage (Forceful)]2d8+7[/dice] [dice=Elven Curved Blade vs Prey (1)]1d20+20[/dice][dice=Damage]2d8+3[/dice] [dice=Elven Curved Blade vs Prey (2)]1d20+20-3[/dice][dice=Damage (Forceful)]2d8+5[/dice] [dice=Elven Curved Blade vs Prey (3)]1d20+20-6[/dice][dice=Damage (Forceful)]2d8+7[/dice] Skybolt:
+2 Thundering Impactuful Composite Longbow (Deadly d10, Propulsive, Volley 30ft, Evocation, Magical, Sonic, Force)[/url] [dice=Skybolt (1) 2xFort Save on Crit (24/27)]1d20+21[/dice] [dice=Damage (P/Sonic/Force)]1d8+1d6+1d6+3[/dice] [dice=Skybolt (2) 2xFort Save on Crit (24/27)]1d20+21-5[/dice] [dice=Damage (P/Sonic/Force)]1d8+1d6+1d6+3[/dice] [dice=Skybolt (3) 2xFort Save on Crit (24/27)]1d20+21-10[/dice] [dice=Damage (P/Sonic/Force)]1d8+1d6+1d6+3[/dice] [dice=Skybolt vs Prey (1) 2xFort Save on Crit (24/27)]1d20+21[/dice] [dice=Damage (P/Sonic/Force)]1d8+1d6+1d6+3[/dice] [dice=Skybolt vs Prey (2) 2xFort Save on Crit (24/27)]1d20+21-3[/dice] [dice=Damage (P/Sonic/Force)]1d8+1d6+1d6+3[/dice] [dice=Skybolt vs Prey (3) 2xFort Save on Crit (24/27)]1d20+21-6[/dice] [dice=Damage (P/Sonic/Force)]1d8+1d6+1d6+3[/dice] Dagger:
(Agile, Finesse, Thrown 10ft, Versatile S) [dice=Dagger (1)]1d20+19[/dice][dice=Damage]1d4+3[/dice] [dice=Dagger (2)]1d20+19-4[/dice][dice=Damage]1d4+3[/dice] [dice=Dagger (3)]1d20+19-8[/dice][dice=Damage]1d4+3[/dice] [dice=Dagger vs Prey (1)]1d20+19[/dice][dice=Damage]1d4+3[/dice] [dice=Dagger vs Prey (2)]1d20+19-2[/dice][dice=Damage]1d4+3[/dice] [dice=Dagger vs Prey (3)]1d20+19-4[/dice][dice=Damage]1d4+3[/dice] Spell Attack:
[dice=Spell Attack (1)]1d20+16[/dice] [dice=Spell Attack (2)]1d20+16-5[/dice] [dice=Spell vs Prey (1)]1d20+16[/dice] [dice=Spell vs Prey (2)]1d20+16-3[/dice] ------------------------------ Bonuses against Hunter Prey ------------------------------
------------------------------ STATISTICS ------------------------------ Str 12 +1 Dex 20 +5 Con 16 +3 Int 16 +3 Wis 18 +4 Cha 10 +0 Skills:
[dice=Acrobatics (T)]1d20 +17 [/dice] [dice=Arcana (U)]1d20 +3 [/dice] [dice=Athletics (U)]1d20 +0 [/dice] (+2 High or Long Jump) [dice=Crafting (M)]1d20 +19 [/dice] [dice=Deception (T)]1d20 +12 [/dice] [dice=Diplomacy (T)]1d20 +12 [/dice] [dice=Intimidation (T)]1d20 +12 [/dice] [dice=Lore:Legal (T)]1d20 +15 [/dice] [dice=Medicine (T)]1d20 +16 [/dice] [dice=Nature (T)]1d20 +16 [/dice] [dice=Occultism (T)]1d20 +15 [/dice] [dice=Performance (U)]1d20 +0 [/dice] [dice=Religion (T)]1d20 +16 [/dice] [dice=Society (U)]1d20 +3 [/dice] [dice=Stealth (T)]1d20 +17 [/dice] [dice=Survival (M)]1d20 +20 [/dice] (+1 Sense Direction/Track) [dice=Thievery (T)]1d20 +17 [/dice] Languages Common(Taldan), Elven, Sylvan, Druidic, Draconic ------------------------------
Special Abilities:
Level 1 Monster Hunter You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature. Woodland Elf You’re adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you’re using a climb Speed. You can always use the Take Cover action when you are within forest terrain to gain cover, even if you’re not next to an obstacle you can Take Cover behind. Nimble Elf Your muscles are tightly honed. Your Speed increases by 5 feet. Low-Light Vision A creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. Hunt Prey 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. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunter's Edge - Flurry You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10. Experienced Tracker Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
------------------------------
Wild Shape:
You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats. Cast somatic, verbal Duration 1 minute (or longer) You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape’s level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form’s default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can also wild shape into the forms listed in animal form. Pest Form:
Cast somatic, verbal Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction. Speed 10 feet. Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) Low-light vision and imprecise scent 30 feet. Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. Animal Form:
Cast somatic, verbal Duration 1 minute You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction. 5 temporary Hit Points. Low-light vision and imprecise scent 30 feet. One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead. Athletics modifier of +9, unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose: Ape Speed 25 feet, climb Speed 20 feet; Melee fist, Damage 2d6 bludgeoning. Bear Speed 30 feet; Melee jaws, Damage 2d8 piercing; Melee claw (agile), Damage 1d8 slashing. Bull Speed 30 feet; Melee horn, Damage 2d8 piercing. Canine Speed 40 feet; Melee jaws, Damage 2d8 piercing. Cat Speed 40 feet; Melee jaws, Damage 2d6 piercing; Melee claw (agile), Damage 1d10 slashing. Deer Speed 50 feet; Melee antler, Damage 2d6 piercing. Frog Speed 25 feet, swim Speed 25 feet; Melee jaws, Damage 2d6 bludgeoning; Melee tongue (reach 15 feet), Damage 2d4 bludgeoning. Shark swim Speed 35 feet; Melee jaws, Damage 2d8 piercing; breathe underwater but not in air. Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee fangs, Damage 2d4 piercing plus 1d6 poison. Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16. Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20. Primal DC: 16
Cantrips Prepared:
------------------------------ GEAR/POSSESSIONS ------------------------------ Encumbered 6 Bulk Max 11 Bulk Current Load Carried 4.4 Bulk Worn
Hat of Disguise:
This ordinary-looking hat allows you to cloak yourself in illusions. Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. Boots of Bounding:
The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. Bracers of Missile Deflection:
These bracers are made from plates of durable mithral and gleam like the summer sun. Activate Reaction Interact; Frequency once per day; Trigger A ranged weapon attack hits you but doesn’t critically hit; Requirements You are aware of the attack and not flat‑footed; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you. Tracker's Goggles:
These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour. Bandolier (8 Light Items):
Bag of Holding I:
25 Bulk Total Current: Climbing Kit: 1 Flint and Steel: 0 Healer's Tools: 1 Insistent Door Knocker: 1 Manacles (Simple x2: 0 Silversheen: 0.1 Snare Kit: 2 Thieve's Tools: 0.1 Moderate Healing Potionx2 Bottled Air Total: 5.2
Money 0 GP 2 SP 5 CP ------------------------------
Alarm Snare:
You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated. Hampering Snare:
You arrange brambles, wires, sticky goo, or other materials to interfere with a creature’s movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare’s square. The difficult terrain affects the creature’s movement right away, including its movement into the triggering square, and it lasts for 1d4 rounds after the snare is triggered. A creature can use an Interact action to clear the difficult terrain out of a single square early. Striking Snare:
You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare’s square. The creature must attempt a DC 26 basic Reflex saving throw. If you choose stones, the snare deals 9d8 bludgeoning damage; if you choose spikes, it deals 9d8 piercing damage. Grasping Snare:
You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save, with the following effects. Critical Success The creature is unaffected.
Fang Snare:
You set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters the snare’s square. The first creature to enter the square must attempt a DC 20 Reflex saving throw. Success The target is unaffected.
Warning Snare:
Using materials specific to the area, you connect a sound‑making component to a trip wire or a pressure plate. This snare is like an alarm snare, but its subtle sound blends into ambient noise. You can detect this sound as long as you’re within 1,000 feet of the snare and aren’t prevented from hearing it. Other creatures in that area who are searching might notice the sound if their Perception check result meets or exceeds your Craft DC. Stalker Bane Snare:
This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save. Critical Success The target is unaffected.
------------------------------ Background:
1) There is someone in Brevoy with whom you’ve had substantial conflict. Who is it? Why is there conflict between you? How does the conflict usually play out? The idea is to create a connection to someone back home that can be a source of friction.
The family reneged on the deal. The deal included discretion, but since the deal was off, Kern threw discretion to the wind. He paraded the boy to the local city council and brought forth the issue of the broken contract. This caused the family embarrassment and not a small amount of gold. Now, every chance they get, the family will curse and spit the name Kernithar Flott. With each generation the affronts have become more severe, starting with just nasty postings on the town board and progressing to hiring thugs to "teach Kern a lesson". Kern has heard tell that the family uses the elf as a scape-goat for all their misfortune.
2) Someone back home has been a substantial ally of yours; you get along very well. Who is it? Describe an occasion when the alliance came into play. The idea is to create a connection to someone back home that has been a positive influence for you. They need not belong to a PC class. Perhaps they will communicate news and rumors to you, or send new settlers or quests your way. They might even come to your assistance (or expect you to come to their assistance) in time of great need. OPTION: Briefly define up to three separate allies, each with a different relationship to you (parent/ sibling/ mentor/ friend/ colleague).
3) You carry a possession that has great meaning to you. What is it, and why is it so important? Preferably something other than a weapon, implement, armor, or standard gear. It is most interesting when it has a bit of story connected to it.
Let me ponder this one some more, I don't think his brother has perished but I'm unsure
4) You have a secret that you hide from others (including the other PCs). What is this secret? e.g. A shameful failure or misdeed in your past that continues to haunt you; a bastard child; a broken betrothal; a fear or desire that affects your decisions. NOTE: This secret should affect the way you play your character, and/or reasonably be brought into play by the DM (eventually).
5) There is a troubling mystery for which you don’t know the answer. What is this mystery? e.g. A sibling (or your betrothed/ lover/ best friend/longtime rival/mentor) vanished while traveling abroad (or from home or their workplace); you lost something precious to you; an unusual object keeps reappearing in your possessions no matter how often you lose or destroy it; an animal or person keeps watching from a distance, though you never get close (or learn nothing useful when you do); you were once found wandering in the woods with no recollection of how you got there or what happened for a missing period of 10 days/2 weeks/2 months. NOTE: This should be a mystery your character wants to solve, that can reasonably be brought into play by the DM at some point in the campaign; the DM has creative control of this mystery’s final answers.
6) You have a particular patron who suggested you for the exploration of the Greenbelt. Who is it? What is their interest in this project? What is it about your relationship that makes them think you’ll be a particularly good agent for their interests? The intent is to give you a connection to someone with a political axe to grind. Possible “interests” might include: stabilize the southern border as a future ally for Rostland against the north (Issia); report to someone whose loyalty is to the north (Issia); find means to help prevent civil war between Rostland and Issia; find valuable resources that can be exploited for profit by wealthy investors from Brevoy; represent a specific noble house or other person or group’s interests; OR, your patron might be someone who is politically connected and to whom you owe a debt, and you may not know their actual agenda at this time.
Years later I learned that the wife had lain with me during my unconscious state and I had sired a child. The wife wanted an exotic offspring and I was their pawn in the matter. The boy was raised in the family as normal as any apparent bastard could be. Although I don't directly feel responsible for him, he has political aspirations that I may have lended a hand in.
7) Describe your ideal spouse. This campaign will span years of game time – and many if not all PCs will eventually have families of their own. Assume this, and give some thought to how you want this to develop for your PC. You may already be betrothed or have a beloved. You may already be married. More likely, you will find your true love during the campaign – but it is up to you as the player to help make this happen, both by being open to it, and by providing the DM with enough information to ensure that good candidates can be introduced. You are quite welcome to help create your NPC future spouse, within reason.
8) What do you like to do when you have down-time? What sorts of hobbies and interests does your PC have? The idea is to make your PC more rounded and interesting by thinking about things other than adventuring that he likes to do – and what sorts of businesses he’ll eventually be interested in promoting. Does he collect something? Make something? Play a musical instrument? Would he rather carouse in a tavern or read a book? Does he enjoy the theater? Dancing? Gambling? Fine food?
I also enjoy knitting/sewing and largely make and maintain my own outfits. Although my usual clothes are well-traveled, I have an eye for fashion. Fallin (the Dwarf blacksmith) is an excellent knitter and makes wonderful scarves too.
9) Define your family. You have some options here. Choose ONE, and provide the answer. Create your immediate family tree. Provide name and gender; for at least five still-living relatives (siblings, parents, grandparents, aunts/uncles, cousins), give a sentence-fragment comment about them or their relationship with you. Briefly define three to five members of your family who are (or may become) important to you. These may be immediate family or distant kin; provide appropriate names. You needn’t have a strong relationship with them (e.g. the titled cousin you’ve never met), but then you leave them to the DM to develop… If your background doesn’t allow for this many relatives, define caregivers and others who are your “effective family” i.e. people you grew up around, for better or for worse. This can be in combination with the above options (e.g. family tree shows two living relatives, and you list three people who were like family: your kindly but clueless nanny, your cruel tutor, and the saxophone player who lived under a nearby bridge and gave you your love of music.)
------------------------------ Appearance and Personality:
|