Damiel

Laurel Treekeeper's page

89 posts. Alias of trawets71.


Full Name

Laurel Treekeeper

Race

Elf

Classes/Levels

Fighter 1| AC 19 T 14 FF 15 | HP 12/12 | F +3 R +4 W +2 | Init +4| Perc +5

Gender

Male

Alignment

Neutral

Deity

Desna

Languages

Common, Draconic, Elven, Goblin, Orc, Sylvan

Strength 14
Dexterity 19
Constitution 12
Intelligence 17
Wisdom 14
Charisma 9

About Laurel Treekeeper

Character Sheet:

Size Medium
Init +4; low-light vision; Perception +5

DEFENSE

AC 19, touch 14, flat-footed 15 (+5 armor, +4 dex)
hp 12 (1d10+1+1)
Fort +3, Ref +4, Will +2

OFFENSE
Speed 20 ft.
Ranged: Longbow +5 (1d8/3) range 100’
Melee: Longsword +3 (1d8+2/19-20)
Melee:

Statistics

Str 14, Dex 19, Con 12, Int 17, Wis 14, Cha 9
Languages: Common, Draconic, Elven, Goblin, Orc, Sylvan
Base Atk +11; CMB +3; CMD 17

Skills
Craft: Bows +7 (1 B), Kn: Arcana +4 (1), Kn: Dungeoneering +7 (1), Linguistics +4 (1 B), Perception +5 (1), Spellcraft +4 (1), Survival +6 (1)

Favored Class: +1 hp per level.

Fighter Abilities:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Feats and Traits:

FEATS
1-Point Blank Shot
1-Precise Shot (class bonus)

RACIAL TRAITS
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

TRAITS
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Wizard.

Gear:

Scale Mail 50gp (30#), Longsword 15gp (4#), Longbow 75gp (3#), 40 Arrows 2gp (6#), Backpack 2gp (2#), Winter blanket 5sp (3#), flint and steel 1gp, 6 days trail rations 3gp (6#), waterskin 1gp (4#)

Total: 58# 58/116/175

0 gp 5 sp

Backstory:

Laurel is the son of two powerful elven wizards. They spent most of their time researching and crafting items. He was raised by a silver dragon who was close to the family as much (or more) than his parents. He learned hunting and magic and enjoyed his time with his friend. As his skill with the bow grew his parents became more distant and disappointed. They had hoped he would follow in their footsteps. Laurel left own to forge his own path and hoped to blend his magical talents with his martial ones, one day becoming one of the famed elven Arcane Archers.

Dice:

[dice=Initiative]1d20+4[/dice]
[dice=Longsword]1d20+3[/dice] [dice=Damage]1d8+2[/dice]
[dice=Longbow]1d20+5[/dice] [dice=Damage]1d8[/dice]
[dice=Longbow PBS]1d20+5+1[/dice] [dice=Damage]1d8+1[/dice]
[dice=Perception]1d20+5[/dice]
[dice=Craft: Bows]1d20+7[/dice]
[dice=Kn: Arcana]1d20+4[/dice]
[dice=Kn: Dungeoneering]1d20+7[/dice]
[dice=Linguistics]1d20+4[/dice]
[dice=Spellcraft]1d20+4[/dice]
[dice=Fort Save]1d20+3[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+2[/dice]