
Full Name |
Taleath Oakbough |
Race |
Elf |
Classes/Levels |
Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5 |
Gender |
M |
Size |
M |
Alignment |
NG |
Deity |
Gozreh |
Languages |
Common, Elven |
Strength |
12 |
Dexterity |
18 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
10 |
About Taleath Oakbough
Speed 30'
Class DC 15
Hero Points 1
HP 16
Perception +5 (Low-Light, Expert, Keen Hearing)
Fort +2 (Expert)
Reflex +6 (Expert)
Will +5 (Expert)
AC 16 (Leather)
TAC 15
Elven Curve Blade +5 for 1d8+1 (elf; finesse; forceful)
Shortbow +5 for 1d6 (60'; deadly d10; 30 arrows)
Acrobatics +5T
Arcana -2
Athletics +2T
Crafting +2T (repair kit available)
Deception -3
Diplomacy -3
Intimidation -3
Lore: Scouting +2T
Lore: any -2
Medicine +4T (Kit available)
Nature +4T
Occultism -2
Performance -3
Religion +0
Society -2
Stealth +5T
Survival +4T
Thievery +1
Keen-Eared Elf Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense unseen creatures in a 60-foot cone instead of a 30-foot cone. When using the Seek action to sense unseen creatures that you could hear within 30 feet, you gain a +2 circumstance bonus.
Weapon Familiarity (Elf) You favor bows and elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of proficiencies, you treat martial elf weapons as simple weapons and exotic elf weapons as martial weapons.
Forager: While Surviving in the Wilderness during downtime, you can always find enough food and water to provide yourself a subsistence living (provided you aren’t in an area that’s completely lacking in appropriate resources). If you are trained but not better, finding food and water for another or providing a comfortable living still requires you to attempt Survival checks and hope for a critical success; on any other successful result, you still find only enough for your own subsistence.
Hunted Shot: You take two quick shots against your hunted target. Make two Strikes against your hunted target with the required weapon. (The multiple attack penalty applies normally.) If both hit the creature, combine their damage and enhancements for the purpose of resistances and weaknesses.
Hunt Target: You designate a single creature within 100 feet as your target and focus your attacks against that creature. While hunting that creature, you gain benefits for focusing your attacks. As long as all your attacks in a round are against target you’re hunting, the multiple attack penalty you take on the second attack is –4 (–3 with an agile weapon) instead of –5, and –8 (–6 with an agile weapon) instead of –10 on the third and any further attacks in the round. You also ignore the penalty for making ranged attacks against the target you’re hunting within your second range increment. You also gain a +2 circumstance bonus to Perception checks when you Seek your target and a +2 circumstance bonus to Survival checks when you Track your target.
You can have only one creature designated as the target of your hunt at a time. If you use Hunt Target against a creature when you already have a creature designated, the prior creature loses the designation and the new target gains the designation. In any case, this designation lasts until your next daily preparation (see page 332).
Leather Armor
Elven Curve Blade
Shortbow
30 arrows
Healer's Tools
Repair Kit
2 waterskins
backpack
Flint and Steel
Belt Pouch
6.5 bulk versus 6 bulk encumbered, 11 bulk burdened
19 SP