Wild Elf

Tar'kanas's page

239 posts. Alias of Javell DeLeon.


Full Name

Tar'kanas

Race

Elf

Classes/Levels

Ranger 6

Gender

M

Size

Med; 6'2"

Age

127

Alignment

N

Deity

Ketephys

Location

Mwangi Jungle

Languages

Common, Elven, Sylvan, Polyglot

Strength 16
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Tar'kanas

Tarkanas
Male Elf Ranger 7
LN Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +14
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 61 (1d10+1+4+10+7+6+9+7con+6fc)
Fort +7 (+5base/+1con/+1trait) (+4 vs. hot or cold environments and to resist damage from suffocation)
Ref +8 (+5base/+3dex)
Will +4 (+2base/+2wis) (+2 vs. enchantments)
Immune sleep
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OFFENSE
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Speed 30 ft.
Melee Elven curve blade +11/+6: (1d10+4/18-20/x2)
Ranged Darkwood Composite longbow (Str +3): +11/+6 (1d8+3/x3)
Special Attacks favored enemies (humans +2, monstrous humanoids +4)
Ranger Spells Prepared (CL 2):
1 (2/day) Aspect of the Falcon, Gravity Bow
2 (1/day) Not sure
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STATISTICS
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Str 16(+1@4th), Dex 17, Con 12, Int 10, Wis 14, Cha 8
Base Atk +7; CMB +10; CMD 23
Feats Boon Companion (Ranger), Deadly Aim -2/+4, Endurance, Point Blank Shot; *Precise Shot(2nd), *Manyshot(6th)
Traits Boarded In the Mwangi Expanse, Forlorn

*Combat style feat

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Skills 36 rnks
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Climb +10: (+3str/+4rnk/+3cs)
Handle Animal +7: (-1chr/+5rnk/+3cs)
Heal +6: (+2wis/+1rnk/+3cs)
Knowledge: Geography +7: (+0int/+4rnk/+3cs) (+9 vs. humans, +11 vs. monstrous humanoids, +9 while in jungle terrain)
Knowledge: Nature +10: (+0int/+6rnk/+3cs/+1 Alt rac trait) (+11 while in forest terrain, +12 vs. humans, +14 vs. monstrous humanoids)
Perception +14: (+2wis/+7rnk/+3cs/+2rac) (+16 vs. humans, +18 vs. monstrous humanoids, +16 while in jungle terrain)
Sense Motive +2: (+4 vs. humans, +6 vs. monstrous humanoids)
Stealth +13: (+3dex/+7rnk/+3cs) (+15 while in jungle terrain)
Survival +13: (+2wis/+7rnk/+3cs/+1 Alt rac trait) (+14 while in forest terrain, +15 vs. humans, +17 vs. monstrous humanoids, +15 while in jungle terrain, +15 to track)
Swim +7 (+3str/+1rnk/+3cs) (+11 to resist nonlethal damage from exhaustion)

Languages Common, Elven, Polyglot
SQ animal companion link, combat styles (archery), favored terrain (jungle +2), hunter's bonds (Untari, cheetah), share spells with companion, track, wild empathy

Combat Gear +1 Studded leather armor, Darkwood Composite longbow (Str +3), Elven curve blade, Arrows x80
Other Gear Backpack, masterwork (9 @ 20 lbs), Flint and steel, Rope, Trail rations (x6), Waterskin, 15g

Arrows x66

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SPECIAL ABILITIES
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Animal Companion Link (Ex) A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Boon Companion (Ranger) The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Ex): 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.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Enemy (Monstrous Humanoids +4) (Ex) +4 to rolls vs Favored Enemy (Monstrous Humanoids).
Favored Terrain (Ex): 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 and 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).
Favored Terrain (Jungle +2) (Ex) +2 to rolls vs Favored Terrain (Jungle).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.

Traits:
Boarded in the Mwangi Expanse: You boarded the Jenivere in the Mwangi Expanse, where you’ve lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Alternate Racial Traits
Woodcraft: Elves know the deep secrets of
the wild like no others, especially those of
the forests. Elves with this racial trait gain a
+1 bonus on Knowledge (nature) and Survival
checks. In forest terrain, these bonuses improve
to +2. This racial trait replaces the elven magic
racial trait.

Dice:

[dice=Comp longbow (Str +3)]1d20+11[/dice]
[dice=Damage]1d8+3[/dice]

[dice=Comp longbow (Str +3)]1d20+6[/dice]
[dice=Damage]1d8+3[/dice]

------------------------------------------------------------------------

[dice=Comp longbow (Str +3) w/PB]1d20+12[/dice]
[dice=Damage]1d8+4[/dice]

[dice=Comp longbow (Str +3) w/PB]1d20+7[/dice]
[dice=Damage]1d8+4[/dice]

------------------------------------------------------------------------

[dice=Comp longbow (Str +3) w/DA]1d20+9[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Comp longbow (Str +3) w/DA]1d20+4[/dice]
[dice=Damage]1d8+7[/dice]

------------------------------------------------------------------------

[dice=Comp longbow (Str +3) w/DA/PB]1d20+10[/dice]
[dice=Damage]1d8+8[/dice]

[dice=Comp longbow (Str +3) w/DA/PB]1d20+5[/dice]
[dice=Damage]1d8+8[/dice]

------------------------------------------------------------------------

[ooc][b]Manyshot[/b][/ooc]
[dice=Comp longbow (Str +3) w/PB/DA]1d20+9[/dice]
[dice=Damage]1d8+8[/dice]
[dice=Damage]1d8+8[/dice]

[dice=Comp longbow (Str +3) w/PB/DA]1d20+4[/dice]
[dice=Damage]1d8+8[/dice]

------------------------------------------------------------------------

[ooc][b]Manyshot[/b][/ooc]
[dice=Comp longbow (Str +3) w/DA]1d20+8[/dice]
[dice=Damage]1d8+7[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Comp longbow (Str +3) w/DA]1d20+3[/dice]
[dice=Damage]1d8+7[/dice]

------------------------------------------------------------------------

[dice=Elven Court Blade]1d20+9[/dice]
[dice=Damage]1d10+4[/dice]

[dice=Elven Court Blade]1d20+4[/dice]
[dice=Damage]1d10+4[/dice]

------------------------------------------------------------------------

[dice=Climb]1d20+8[/dice]
[dice=Handle Animal]1d20+7[/dice]
[dice=Heal]1d20+6[/dice]
[dice=Knowledge: Geography]1d20+7[/dice]
[dice=Knowledge: Nature]1d20+9[/dice]
[dice=Perception]1d20+13[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Stealth]1d20+12[/dice]
[dice=Survival]1d20+12[/dice]
[dice=Swim]1d20+7[/dice]

Background:

Tar'kanas is a member of a large family in one of the Ekujae tribes of the Mwangi Expanse. Recently, one of his cousins disappeared while hunting, and other tribemembers reported seeing signs of an Aspis Consortium slaving raid in the area. Tar'kanas's cousin was an only son of his father, and the family, desperate to get him back, sent Tar'kanas down the Vanji river to Bloodcove to negotiate his return. When Tar'kanas arrived in Bloodcove, however, he could find no trace of his cousin. Asking around, however, he found that a ship rumored to be carrying slaves had left Bloodcove heading toward Sargava a few days before his arrival. Not wanting to return to his tribe a failure, Tar'kanas followed the only lead available to him and purchased passage south on the first ship available.

Hit points:
; current =

Untari:

Untari (Oon-tar-ee)
Female Cheetah
N Medium Animal
Init +5; Senses low-light vision, scent; Perception +5
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Defense
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AC 20, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 40 (1d8+4+6+4+8+10con)
Fort +6 (+4base/+2con)
Ref +9 (+4base/+5dex)
Will +2 (+1base/+1wis)
Defensive Abilities evasion
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Offense
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Speed 50 ft., sprint (1/hour)
Melee Bite (Cheetah) +8 (1d6+3 plus trip/x2) and
. . Claw x2 (Cheetah) +8 x2 (1d3+3/x2)
Special Attacks trip
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Statistics
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Str 17, Dex 21(+1@4th), Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 21 (25 vs. Trip)
Feats Improved Natural Armor, Improved Natural Armor, Weapon Finesse
Tricks Attack(x2) [Trick], Come [Trick], Defend [Trick], Guard [Trick], Heel [Trick], Stay [Trick], Track [Trick]
Skills 5 ranks
Acrobatics +9: (+1rnk/+5dex/+3cs) (+17 jump)
Climb +7: (+1rnk/+3str/+3cs)
Perception +5: (+1rnk/+1wis/+3cs)
Stealth +10: (+2rnk/+5dex/+3cs) (+14 in Tall Grass)
Modifiers +4 stealth in tall grass

Languages
SQ come [trick], defend [trick], fighting [trick], guard [trick], heel [trick], track [trick]
Other Gear
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Special Abilities
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+4 Stealth in Tall Grass (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack(x2) [Trick] The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come [Trick] The animal comes to you, even if it normally would not do so.
Defend [Trick] The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal follows you closely, even to places where it normally wouldn't go.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Stay [Trick]: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track [Trick] The animal will track a scent.
Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Companion table:

Animal Companions
An animal companion's abilities are determined by the druid's level and its animal racial traits. Table: Animal Companion Base Statistics determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them.

Table: Animal Companion Base Statistics

Class Level: This is the character's druid level. The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.

Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.

Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Natural Armor Bonus: The number noted here is an improvement to the animal companion's existing natural armor bonus.

Str/Dex Bonus: Add this modifier to the animal companion's Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill for more details on how to teach an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can't be changed.

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Animal Skills
Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

Animal Feats
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Animal Choices
Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities for more information on these abilities. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.