Rogue Elf

Syl'thanos's page

28 posts. Alias of Nathan Nasif.


Full Name

Syl'thanos

Race

Elf

Classes/Levels

Ranger 3rd

Gender

Male

Size

Medium

Age

97

Special Abilities

Medium; Normal Speed; Low-Light Vision; Elven Immunities; Elven Magic; Keen Senses; Weapon Familiarity; Favored Enemy:Goblinoid +2; Track; Wild Empathy +2; Combat Style Feat: Rapid Shot; Endurance; Favored Terrain: Forest +2

Alignment

Neutral Good

Deity

Desna

Languages

Common (Taldane), Elvish, Sylvan, Varisian

Strength 12
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 12
Charisma 10

About Syl'thanos

STATS

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
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifest in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat:
Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, he adds the following feats to his list:
Improved Precise Shot and Many Shot.
At 10th level, he adds the following feats to his list:
Pinpoint Targeting and Shot on the Run.

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
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on Initiative checks, Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired) increase by +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
Total Weight: 41 lbs


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.