Lantern Bearer

Sekell Wriggleroot's page

69 posts. Organized Play character for Forged Rain.

Full Name

Sekell Wriggleroot



HP(12/12) AC/Touch/Flat 17/14/13 Fort/Ref/Will 4/6/2 CMB/CMD +2/15 Init +6


Perception +8, Stealth +12, survival +6, climb +7, know(eng) +4, Dis Device +10, know(dung) +4
1 Ranger (Dungeon Rover)










Common, Elven

Strength 12
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Sekell Wriggleroot

Character Sheet:

Sekell Wiggleroot
PFS #: 34674-3
Male Half-Elf Ranger (Dungeon Rover)
CG Medium Humanoid
Int +6,Senses Darkvision, Perception +8
AC 17, touch 14, flat-footed 13
HP 12 (1d10 +2)
Fort +4,Ref +6,Will +2
Speed 30 ft
Longbow +5 (1d8/x3)
Longsword +2 (1d8+1/ 19-20 x2)
Special Attacks Point blank shot (+1 atk, dmg at 30ft), favored enemy: monstrous humanoids +2
Str 12,Dex 18,Con 14,Int 10,Wis 14,Cha 8
Base Attack +1,CMB +2,CMD 15
Feats Skilled (stealth), Point blank shot
Skills knowl(eng) +4, Stealth +11, survival +6, climb +7, perception +8, disable device +10, know(dungeon) +4
Languages Common, Elven
Gear: longbow, studded leather, backpack, bedroll, chalk x5, crowbar, flint & steel, grappling hook, silk rope, belt pouch, waterskin, explorer’s outfit, longsword, masterwork thieve’s tools, rations x5, arrows (38), Climber's kit
925g 8sp

Elven Reflexes You gain a +2 trait bonus on initiative checks.
Armor Master When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Special Abilities:

Favored Enemy: 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Stone Scouting: A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. This ability replaces track.
Vermin affinity: A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. This ability replaces wild empathy.
Blended View: Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.


Sekell was born to a gnome cave hunter, Orreah and a Drow, Sorvack, who left the underdark for the surface. Growing up he heard every story his parents could tell him about the horrors and dangers hidden under the ground. Instead of being scared, these stories excited the young half-elf. As soon as he was old enough Sekell asked to join his mother’s cave diving group. Seeing the lust for adventure in her son’s eyes she allowed him to come with them on their simpler dives, knowing that if she refused he’d just find another way into the caves. Over the next decades Orreah would teach him all she could about exploring and fighting in the cave. Sekell loved the feeling of being underground in the dark, sometimes venturing below ground for weeks without returning to the surface. On occasion pathfinders would hire them as guides through various cave systems. It was during these trips that Sekell learned about the many wonderous, unexplored ruins and cave systems around the world. Once his training was complete he set out to find these ancient ruins and dungeons. He spent a couple of years roving around on his own exploring what he could. One issue though kept him from truly enjoying his explorations. Without a solid group to travel with there was practically no way to delve into the darkest depths of these marvelous places. Remembering the well equipped pathfinders from his past, Sekell decided to join them. With access to better equipment and companions, he knew that he’d get all the exploration he could ever need.

Sekell is a half-elf with a strong amount of drow blood running through is veins. This along with his gnomish heritage came with a purple coloring to his skin and pink cloudy eyes that can see in the dark. He almost constantly wears a hood when above ground as his eyes are now more used to the darkness of caves over the light of the world above. Though he enjoys the new friends and companions in the pathfinder society, he enjoys the solitude he finds in the dark. His time spent underground away from people has made him somewhat awkward around others and has made large crowds uncomfortable for him.