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About Syl'thanosSTATS Spoiler:
Hit Dice 3d10+3
Hit Points 27 Fort +4 = 3 + 1 Ref +6 = 3 + 3 Will +2 = 1 + 1 Initiative +3 *+2 bonus on Initiative checks made while within Forest terrain Armor Class15(+2 armor, +3 Dex) XP 3300 XP Needed 6000 COMBAT Spoiler:
Base Attack +3
CMB +4; CMD 17 Masterwork Long Sword +5 melee 1d8+1 19-20/x2 Slashing Masterwork Composite Long Bow(Strength +1) +7 ranged 1d8+1 x3 Piercing 100ft. w/ Rapid Shot +5/+5 ranged (if within 30-ft of target, +1 to hit and damage with bow) *+1 to confirm all critical hits(see traits) *+2 bonus on weapon attack and damage rolls made against Humanoids (goblinoid) SKILLS Spoiler:
Climb +7 = 3 + 3 + 1 Handle Animal +5 = 2 + 3 + 0 Knowledge/dungeoneering +8* = 2 + 3 + 2 Knowledge/geography +8* = 3 + 3 + 2 Knowledge/nature +8* = 3 + 3 + 2 Perception +10* = 3 + 3 + 1 + 2 Stealth +9* = 3 + 3 + 3 Survival +7* = 3 + 3 + 1 Swim +7 = 2 + 3 + 1 *+1 bonus on Survival skill checks made to follow or identify tracks. *+4 trait bonus on Survival skill checks made to avoid becoming lost. *+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks made against Humanoid (goblinoid). *+2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks made while within a Forest terrain. FEATS Spoiler:
Rapid Shot(B), Endurance (B) Point Blank Shot, Precise Shot TRAITS Spoiler:
Anatomist (Combat): You have studied the workings of anatomy. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Starchild (Religious/Desna): The Song of the Spheres sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost. RACIAL ABILITIES Spoiler:
+2 Dexterity, +2 Intelligence, -2 Constitution.
Medium: Elves are Medium creatures and have no special 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. 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. Automatic Languages: Common and Elven. Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: Ranger. 1st- +1 hp, 2nd- +1 hp, 3rd- +1 hp, 4th- , 5th- , CLASS ABILITIES Spoiler:
Favored Enemy (Ex): Humanoid (goblinoid) +2
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. 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. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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. 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. Combat Style Feat(Ex): Rapid Shot
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat:
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Endurance: A ranger gains Endurance as a bonus feat at 3rd level. Favored Terrain (Ex): Forest +2
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. EQUIPMENT Spoiler:
Masterwork Longsword Masterwork Composite Longbow (Strength+1) Quiver, 14 arrows Traveler's Outfit Leather Armor Backpack Flint and Steel Bedroll Waterskin PP 10; GP 69; SP 9; CP
DESCRIPTION Spoiler:
Elf, Male, 5'11", 132 lbs., light brown hair, green and gold-flecked eyes, wears green and brown clothes with a leather jerkin, and a dark brown cloak. Carries a long sword, a long bow, and a small pack
Light Load 43 Medium Load 86 Heavy Load 130 Lift Over Head 130 Lift off Ground 260 Push or Drag 650 BACKGROUND Spoiler:
A young elf from Crying Leaf, Syl'thanos has come down to Sandpoint, having heard that they were having problems with goblins. He also hopes he runs into Shalelu, an older elf from Crying Leaf whom he has always admired, and who is said to frequent the area at times.
Born to a 'typical' elven family in the Mieriani Forest, he chose to train to be an elven warrior, like the brave defenders of his community. Syl'thanos prefers to keep his enemies at a distance, and pick them off with his bow. |