Though she has the look of a human girl in her late teens or early twenties, Sparks Clearpath's pointed ears, long white hair, and unusual dark eyes, with their bright flakes of orange and red, easily mark her as an elven maiden. As such, she is both slightly taller and slightly thinner than a human of equal apparent age, though a closer look would reveal that she is not unaccustomed to lengthy foot travel nor hard work. Humans almost naturally tend to see her as beautiful or elegant; her own kind, however, would not think her much more than average by their standards.
Sparks' longbow is so often with her that it, too, is almost a part of her appearance. Its smooth, elegant curves and artistic details differentiate it from more simply made weapons. Accentuating the bow's design is a detailed painting of a long green and brown viper, coiling up the weapon's length.
STR: 12 DEX: 18 CON: 10 INT: 14 WIS: 14 CHA: 10
DEFENSES:
Hit Points: 16 of Hit Point Max: 16
Armor Class: 18 (+4[Dex] + 2[Trained] +1[Leather Armor] +1[Level])
Unarmored: Trained, Light Armor: Trained, Medium Armored: Trained, Heavy Armor: Untrained
Class DC: 7 (+4[Ref] +2[Trained] +1[Level])
Speed: 30 (Can climb at 1/2 speed on success and 1x on critical success while in forest)
Spells:
Light: The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends. [Verbal, Somatic] [2 Actions]
FEATS: Ancestry Feats & Abilities
Woodland Elf:
…Can always use Take Cover in forest terrain
…Can climb at 1/2 speed on success and 1x on critical success while in forest
Otherworldly Magic:
…Gain one Cantrip (Light)
…Cantrip can be heightened to 1/2[Level] rounding up
Class Feats and Abilities
…Hunt Prey: 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.
…Hunter’s Edge: Flurry: Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
…Animal Companion (Bird)
Bird:
Name: Ndege
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Jaws: +5 (+3[Dex] +2[Trained]) for 1d6 + 2[Str] (Piercing, Finesses)
Talons: +5 (+3[Dex] +2[Trained]) for 1d4 +2[Str] (Slashing, Agile, Finesses)
Support Benefit: The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Skill Feats
Background: Battle Medicine: You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. [1 Action]
Treat Wounds:
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the 4 target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.
The result of your Medicine check determines how many hit points the target regains.
Critical Success The target regains 4d8 Hit Points, and its
wounded condition is removed.
Success The target regains 2d8 Hit Points, and its wounded
condition is removed.
Critical Failure The target takes 1d8 damage.