Vine Wrangler Elf

Presston Greenleaf's page

7 posts. Alias of Grayn.


Full Name

Thayn

Race

Elf

Classes/Levels

Ranger/1; Hp 10; AC 16/T 14/FF 12; F +2/R +6/W +0; CMD 16; CMB +2; Per +9; Init +4; Speed 30, Melee +2, Ranged +5

Gender

M

Size

6' 2"

Age

136

Alignment

LN

Languages

Common, Elvish, Gnome, Orc, Gnoll

Strength 12
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 11
Charisma 10

About Presston Greenleaf

Mini-Stats:

Thayn Runeseed
PFS #: 86722
Elf Ranger 1
Init +4; Senses Perception +9
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Defense
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AC 16, touch 14, flat-footed 12
hp 10 (1d10)
CMD 16
Fort +2, Ref +6, Will +0

Armor/Weapons:

Leather: Type: Light AC Bonus: 2 Check Pen: 0 Max Dex: 6 Wt: 15 Spell Fail: 10 Speed: 30
Dagger: Total Att. Bonus: 2 (melee) 4 (range) Damage: 1d4 Crit: 19-20/x2 Range: 10 Type: P/S
Longbow: Total Att. Bonus: 5 Damage: 1d8 Crit: x3 Range: 100 Ammo: Arrows, Common (20) Wt: 5 Type: P
Hand axe: Total Att. Bonus 2, Damage 1d6, Crit x3, Wt. 3, Type S

Skills:

Acrobatics: 4
Appraise: 3
*Climb: 5
*Craft (Alchemy): 7
Escape Artist: 4
Fly: 4
*Handle Animals: 4
*(FC) Heal:4
*Knowledge (Dungeoneering): 7
*Knowledge (Geography): 7
*Knowledge (Nature): 8
*Perception: 9
Ride: 4
*Stealth: 8
*Survival: 5
Swim: 1

* Skills w/ pts

Feats:

General Feats: Alertness

Racials:

+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.

Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.

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.

Class Feats:

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

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Traits:

Faction: Member of the Grand Lodge
Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Chosen skill: Perception

Child of Nature: You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.


Equipment:

Leather Armor
Long Bow
Arrows (40)
Handaxe (2)
Dagger
Explorer's Outfit
Ranger's Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin)

Gold: 150-120= 30g remaining
Total weight: 78lbs

Backstory:

Thayn was raised by a nomadic band of elves that taught him the ways and secrets of the forest. His appearance and demeanor is typical for most elves, long ears, black hair hanging down his back in a braid, dark piercing eyes and sun tanned skin from the years in the forests. He is a tall elf, over six feet tall, with a slim build. This caused many opponents to underestimate his abilities.

His thirst for knowledge was unquenchable. To further his understanding of the natural world, he worked periodically as a horticulturalist in some of the best gardens and farms. In true nomadic elf character, he never stayed long, his compulsion to travel and explore kept him from maintaining continuous employment, but allowed him to study various specimens of plant and animal life.

His natural curiosity has led him to explore and search for new and exotic species. He is becoming known for his ability as a tracker and hunter. He searches for species to either sell to interested buyers or for his own research.

Thayn wrestles with his own mortality. Even though an elves lifespan is very long, he knows one day it will end. He sends off his best specimens to the greatest alchemists, witches and wizards in the hope that the legends of creating and sustaining life are true. Unfortunately, the results so far are less then satisfactory. He grows restless and wonders if he should start his own experimentation in the alchemistic arts.

Although his commitment is towards the exploration of new lands, he does keep an alliance with the Great Lodge on occasion. Thayn understands the need to have resources to further his expeditions and the Grand Lodge has deep pockets. In return for their generosity, his services may be called upon from time to time.