Adowyn

Quinnwailn "Quinn" Elhedril's page

108 posts. Organized Play character for G'Boar Hulighan.


Full Name

Quinnwailn "Quinn" Elhedril

Race

Half Elf

Classes/Levels

Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

Gender

Female

Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)

Size

Medium

Age

18

Special Abilities

Low-Light Vision, Orisons, Animal Focus, Nature Training, Wild Empathy

Alignment

Chaotic Neutral

Languages

Common, Elven

Occupation

Bowyer/ Fletcher

Homepage URL

PFS # 174784-2

Strength 14
Dexterity 16
Constitution 14
Intelligence 9
Wisdom 14
Charisma 12

About Quinnwailn "Quinn" Elhedril

Huntress Quinnwailyn Elhedril, commonly known as 'Quinn,' posses the very best (and worst) of both the elven and human bloodlines. Her uncommon beauty and elven facial features are offset by her fiery auburn hair, green eyes and powerful feminine build. Clad in her mother’s bequeathed elven scale mail and gauntlets and armed with a composite longbow, matched masterwork cold iron shortswords and dagger, she is a picture of innocence combined with wildness. Always close by is her hunting companion and best friend Bacchus, a large Ferruginous Rough-Legged Hawk.

Quinn is the product of a forbidden love; the daughter of an elven mother and human father. Her mother, Alsion, was a bowyer/fletcher of renowned skill, and her father, Mikail, was a hunter who prefered Alsion’s expertly crafted archery tackle over any other. Their union, although not approved by either side’s racial bigotry, produced a strong, beautiful daughter Quinnwailn. Not long after her birth, Mikail was confronted, and killed by Alision’s only brother. Alsion was cast out and forced to raise her daughter on her own. Quinn’s early years were spent under the fierce ridicule of the elves, and was never accepted by the humans who frequented her mother’s archery shop. Working as her mother’s apprentice, she spent her days gathering perfect ash saplings for arrows and hawk and eagle feathers for their fletchings, as well as scraping with the impetuously teasing elven and human youth who were the bane of her young existence.

As Quinn matured, she became a solitary soul who enjoyed the woods to the company of humanoids. On one of her extended hunts she came upon the destroyed nest of a hawk. It was here that she found the hatchling who she raised and named Bacchus. The hawk has been her hunting and traveling companion ever since.

BAB +1

Special Abilities:
Low-Light Vision
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Animal Companion (Ex) Ferruginous Hawk - Bacchus: At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks.
Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day:
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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 hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival checks made to follow tracks.


Feats:
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.


Traits:
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.

Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Racial Traits:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Spells:

Level 0 Orisons: Uses per day- Unl; Save DC 10
Detect Magic: Detects spells and magic items within 60 ft.
Create Water: Creates 2 gallons/level of pure water.
Resistance: Subject gains +1 bonus on saving throws.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.

Uses per day- 2

Level 1 Spells: Save DC 11
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Stabilize: Cause a dying creature to stabilize.
Gravity Bow
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.


Skills:

Skills:
4: Acrobatics=Dex(3)+Rank(1)+Misc(0)
-1: Appraise=Int(-1)+Rank(0)+Misc(0)
1: Bluff=Cha(1)+Rank(0)+Misc(0)
6: ~Climb=Str(2)+Rank(1)+Misc(3)Class Skill
4: ~Craft (Bows)=Int(-1)+Rank(1)+Misc(3)Class Skill
-1: Craft (?)=Int(-1)+Rank(0)+Misc(0)
-1: Craft (?)=Int(-1)+Rank(0)+Misc(0)
2: Diplomacy=Cha(1)+Rank(1)+Misc(0)
3: Disable Device*=Dex(3)+Rank(0)+Misc(0)
1: Disguise=Cha(1)+Rank(0)+Misc(0)
3: Escape Artist=Dex(3)+Rank(0)+Misc(0)
3: Fly=Dex(3)+Rank(0)+Misc(0)
5: ~Handle Animal*=Cha(1)+Rank(1)+Misc(3)Class Skill
2: ~Heal=Wis(2)+Rank(0)+Misc(0)
1: ~Intimidate=Cha(1)+Rank(0)+Misc(0)
-1: Knowledge (arcana)*=Int(-1)+Rank(0)+Misc(0)
-1: ~Knowledge (dungeoneering)*=Int(-1)+Rank(0)+Misc(0)
-1: Knowledge (engineering)*=Int(-1)+Rank(0)+Misc(0)
4: ~Knowledge (geography)*=Int(-1)+Rank(1)+Misc(4)[Devotee of the Green]
-1: Knowledge (history)*=Int(-1)+Rank(0)+Misc(0)
-1: Knowledge (local)*=Int(-1)+Rank(0)+Misc(0)
4: ~Knowledge (nature)*=Int(-1)+Rank(1)+Misc(4)[Devotee of the Green]
-1: Knowledge (nobility)*=Int(-1)+Rank(0)+Misc(0)
-1: Knowledge (planes)*=Int(-1)+Rank(0)+Misc(0)
-1: Knowledge (religion)*=Int(-1)+Rank(0)+Misc(0)
-1: Linguistics*=Int(-1)+Rank(0)+Misc(0)
11: ~Perception=Wis(2)+Rank(1)+Misc(3+2+3)[Class Skill+3,Keen Senses+2,Skill Focus+3]
1: Perform=Cha(1)+Rank(0)+Misc(0)
1: Perform=Cha(1)+Rank(0)+Misc(0)
2: ~Profession* (fletcher)=Wis(2)+Rank(0)+Misc(0)
2: Profession*=Wis(2)+Rank(0)+Misc(0)
3: ~Ride=Dex(3)+Rank(0)+Misc(0)
2: Sense Motive=Wis(2)+Rank(0)+Misc(0)
3: Sleight of Hand*=Dex(3)+Rank(0)+Misc(0)
-1: ~Spellcraft*=Int(-1)+Rank([0)+Misc(0)
7: ~Stealth=Dex(3)+Rank(1)+Misc(3)Class Skill
6: ~Survival=Wis(2)+Rank(1)+Misc(3)Class Skill +1 if tracking
2: ~Swim=Str(2)+Rank(0)+Misc(0)
2: Use Magic Device*=Cha(1)+Rank(1)+Misc(0)

~Class Skill *Trained Only


Equipment:

Gold- 723
Silver- 0
Copper- 0

Composite Longbow +2 Str - 3lbs [1d8, crit:×3]
Mstrwk Cold Iron Shortsword x2 - 4lbs [1d6 ea, crit:19–20/×2]
Dagger - 1lb [1d4, crit:19–20/×2]
40 arrows - 3lbs
Adamantine Arrows (6) - 1.5lbs
Scale Mail - 30lbs
Gauntlets -
Courtier's outfit with Decorative trim - 6lbs

Backpack - 2lbs
Bedroll - 5lbs
Flint & Steel -
Silk Rope 50' - 5lbs
Healers Kit (10 Uses) - 1lb
Torches (3ea) - 3lbs
Wand - Cure Light Wounds (50 Charges)
Wand - Grease (11 Charges)

Alchemist Fire x1 - [1d6, x2 crit, 10 ft range] 1lb
Alkali Flask x1 - [1d6, x2 crit, 10 ft range] 1lb
Tanglefoot bag x1 - 4lb
Potion of CLW x2 - 2lb

Total Weight - 74 lbs - Medium Load

<59 = Light Load
59-116 = Medium Load
117-175 = Heavy Load


Attacks:

Composite Longbow Attack
Inside 30'
[dice=Longbow ATK vs ??]1d20+1+3+1[/dice]
[dice=Damage?]1d8+2[/dice]

Composite Longbow Attack w/ Gravity Bow
Inside 30'
[dice=Longbow ATK vs ??]1d20+1+3+1[/dice]
[dice=Damage?]2d6+2[/dice]

Masterwork Cold Iron Shortsword Single Wield Mode-
[dice=Cold IronMasterwork Shortsword twohanded Melee vs ??]1d20+1+3+1[/dice]
[dice=Damage?]1d6+2[/dice]

Masterwork Cold Iron Shortsword Dual Wield Mode-
[dice=Lf Masterwork Cold Iron Shortsword Melee vs ??]1d20+1+2+1-8[/dice]
[dice=Damage?]1d6+1[/dice]
[dice=Rt Masterwork Cold Iron Shortsword Melee vs ??]1d20+1+2+1-4[/dice]
[dice=Damage?]1d6+2[/dice]

Dagger
[dice=Dagger Melee vs ??]1d20+1+2[/dice]
[dice=Damage?]1d4+2[/dice]

Inside 30'
[dice=Ranged Dagger vs ??]1d20+1+3+1[/dice]
[dice=Damage?]1d4+2[/dice]

Experience:

Level - 2

Experience Points - 3
Prestige Points - 6 (-2 for Wand of CLW) = 4

Adventures Completed:
#3-05 Tide of Twilight - 85152 Bluedove
#07 Among the Living - 65492 Bluedove
#7-10 The Consortium Compact - 63424 Endless Forms