Wild Elf

Koredrel's page

47 posts. Alias of Kr'wyn Slechtvalk.


Full Name

Koredrel

Race

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

Alignment

NG

Deity

Desna

Languages

Elven, Common, Sylvan

Strength 14
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 10

About Koredrel

Skills:

Spoiler:
Acrobatics: +7
Athletics: +5
Deception: +3
Lore - scouting: +4
Lore - woods: +4
Medicine: +4
Nature: +4
Stealth: +7
Survival: +4
Thievery: +7

Attack bonuses:

Spoiler:
Melee:
Elven curved blade: +7 to hit, 1d8+2 (S) Finesse, Forcefull
Dagger: +7 to hit, 1d4+2 (S,P) Agile, finesse, versatile
Ranged:
Longbow: +7 to hit, 1d8 (P) Deadly d10, Volley, 100 ft.
Dagger: +7 to hit, 1d4 (P) Thrown 10 ft.

Character Progression:

Spoiler:
Class: Ranger
Ancestry: Elf
Heritage: Woodland Elf
Ancestry feat: Elven Weapon Familiarity
Class feat : Monster Hunter
Class features : Hunt Prey, Hunter's Edge
Background : Scout
Skill feat: Forager

Lodge:
Verdant Wheel

Gear:

Spoiler:
Leather armor, Dagger, Elven Curved Blade, Longbow + 20 arrows, Backpack, Bedroll, 2 Belt Pouches, 10 pieces of Chalk, Flint & Steel, 5 Torches, Rope (50 ft), Waterskin, Rations (2 weeks), Sheath

School:

Spoiler:
Sword school: 3 points
Items: minor healing potion, potency crystal

Relevant class abilities:

Spoiler:
Elven Weapon Familiarity: You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.
In addition, you gain access to all uncommon elf weapons.
For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.
Forager: While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
Hunt Prey: [one-action] [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.
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: You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge.
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.
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.