The Hope of Erethor
Wildlander Elf who is bow specialist
Character Name: Kreel
Alignment: Chaotic Good
Heroic Path: Hawkeyed
Homeland: Woods outside Erethor
|Fortitude – Constitution||Total Save: 9||Base Save: 8||Abil. Mod.+1||Magic. Mod.||Misc. Mod.|
|Reflex – Dexterity||Total Save:9||Base Save:4||Abil. Mod.+5||Magic. Mod.||Misc. Mod.|
|Willpower – Wisdom||Total Save:5||Base Save:4||Abil. Mod.+1||Magic. Mod.||Misc. Mod.|
|Total:17||Armour Bonus:1||Shield Bonus:0||Dex. Mod:+4||Size Mod:||Natural Armour:10|| Misc.+2 bracers
|Flat Footed:||Check Penalty:|
|Armour/items Type: padded armour||Armour Bonus:||Max Dex Bonus:||Check Penalty:||Spell Fail:||Speed:||Notes:|
Melee Attack Bonus
|Attack Bonus:12/7/2| Ability Modifier 1=16/11/6|
Ranged Attack Bonus
Base Range: 7 WF (feat):4|=13-2(Rapid Shot) =11
Point Blank *add +1=12
Masterwork Longsword: Damage:1d8+3| Critical: 20|Damage:1d83| Critical:
|Name: Balance||Key:Dex||Ranks: 10||Ability Mod:+5||Misc. Mod:||Total Skill:15|
|Name: Climb||Key:Str||Ranks:10||Ability Mod: +3||Misc. Mod:||Total Skill:13|
|Name: Hide||Key:Dex||Ranks: 8||Ability Mod:0||Misc. Mod:+4||Total Skill:12|
|Name: Jump||Key: Str||Ranks:10||Ability Mod: 3||Misc. Mod:||Total Skill: 13|
|Name: Listen||Key: Wis||Ranks: 15||Ability Mod: +1||Misc Mod:||Total Skill: 16|
|Name: Move Silently||Key: Dex||Ranks: 15||Ability Mod: +5||Misc Mod:||Total Skill: 20|
|Name: Search||Key: Wis||Ranks:15||Ability Mod: +2||Misc. Mod:||Total Skill: 17|
|Name: Spot||Key: Wis||Ranks: 15||Ability Mod: +1||Misc. Mod:||Total Skill: 16|
|Name: Swim||Key: Str||Ranks: 4||Ability Mod: +3||Misc. Mod:||Total Skill: 7|
|Name: Tumble||Key: Dex||Ranks2||Ability Mod +5||Misc. Mod:||*Total Skill:7|
|Name: Wilderness Lore||Key: Wis||Ranks: 4||Ability Mod: +1||Misc. Mod:||Total Skill: 5|
Languages Spoken (Read/Write?)
Heroic Path: Hawkeyed
3. Eyes of the Hawk +2
4. Assassins Aim 1/day
5. Extended Point Plank +10ft
6. Defensive archery 1/round
7. Extra ranged bonus (+1)
8. Assassins Aim 2/day
9. Eyes of the Hawk +4
10. Extended Point Plank +20ft
11. Defensive Archery 2/round
12. Assassins Aim 3/day
13. Extra ranged bonus (3)
18. Defensive Archery 3/round
19. Eyes of the Hawk +8
20. Sight of legends
NightVision: The Hawkeyed gains low-light vision, if the Character already has low-light vision the distance he can see in poor lighting conditions is increased to three times that of normal sight.
Farsight: At second level the Hawkeyed can see twice as far as he should normally see. Also any penalties from range are reduced by two for every 5 levels, so at fifth level they would be reduced by 2 and tenth they would be reduced by 4. This reduction applies to both ranged combat and penalties to spot checks that have to do with distance.
Eyes of the Hawk: At third level the Hawkeyed gains +2 to spot and +2 to search checks. These bonuses become +4 spot, search at ninth level; the same type of increases again occur at 14th and 19th level.
Assassins Aim: This ability is used as a full round action. When the Hawkeyed is hidden and/or the target is denied his dex bonus (if any) to his AC then the Hawkeyed performs a single ranged attack with his full bonus. This strike is automatically treated as if it was a critical hit. The Hawkeyed must still roll to see if he actually hits his mark though but he has a +3 insight attack bonus. The Hawkeyed can use this ability once per day at 4th level and an additional times every 4 level thereafter until 16th level (8th, 12th 16th), the attack bonus increases accordingly, +6 at 8th, +9 at 12th and +12 at 16th.
Extended point blank: At 5th level the point blank range of the Hawkeyed is increased by 10ft, it is again increased at 10th level and then at 15th, making her final point blank range 60ft. This increases the range that a sneak attack with a ranged weapon can occur as well, and also the range of any other range-dependent traits, such as Master Hunter.
Defensive archery: If the Hawkeyed has a ranged weapon in his hands and is not flat footed, then this ability is in effect if he so wishes. For that turn he may attempt to deflect with his projectile any arrow, bolt or any other small projectile, he cannot deflect projectiles of the same size category as him or larger, for example a human cannot deflect boulders, or magical ones like a flaming arrow produced from the spell. He makes an attack roll with his highest attack bonus with a DC of the opponents attack roll plus 5. If he succeeds the Hawkeyed has deflected the attack and sends it out of harms way. This maneuver destroys both projectiles. The Hawkeyed may deflect one projectile per round at level 6, two at level 11 and three at level 18.
Extra ranged bonus: The Hawkeyed gains an extra competence attack bonus when attacking with a ranged weapon. This bonus is equal to +1 at 7th level, +2 at 13th level and finally +3 at 17th level.
Sight of legends: At twentieth level the Hawkeyed can see four times as far as a normal character of his race could normally see, also increasing his low-light vision appropriately.
Racial Abilities (not built in to stats above)
*Elf: Carunsil (Wood Elves)
- 1 extra skill point per character level.
- Weapon Proficiancy: Wood elves receive the Martial Weapon Proficiency feats for the longsword and short sword as bonus feats.
- Favored Region: Caraheen. Wood elves’ favored region bonuses for Erethor increase by +2 when in the Caraheen.
- Natural Channelers: Wood elves may select an additional known spell for their Innate Magic bonus feat, and those that gain the Magecraft feat gains 3 bonus spell energy points rather than 2.
- Automatic Languages: High Elven. Bonus Languages: Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish, Sylvan, Trader’s Tongue.
*Wildlander Class Features 8
- Weapon and Armor Proficiency: A wildlander is proficient with all simple and martial weapons, light armor, medium armor, and shields.
- Track: Wildlanders receive Track as a bonus feat at 1st level.
- Danger Sense (Ex): Wildlanders are notoriously difficult to surprise. At 3rd level, the wildlander gains a +1 bonus to initiative rolls and a +1 bonus to all Spot and Listen checks. Every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th level), the wildlander may either increase his bonus to initiative rolls by +1 or increase his bonus to Spot and Listen checks by +1.
- Hunter’s Strike (Ex): Whether hunting game for his own survival or eliminating an orc scout before it finds the village he protects, a wildlander often only gets one shot at his target, and knows that it must count. Once per day at 4th level, the wildlander may inflict double damage with any successful melee or ranged weapon attack, as if he had succeeded at a critical hit with a x2 multiplier. If a hunter’s strike is applied to a confirmed critical hit, the damage is not doubled; instead, damage is dealt as if the critical multiplier of the weapon were one higher.
The wildlander must decide to use the hunter’s strike after the attack roll is made but before damage is rolled. He may use this ability an additional time per day at 8th, 12th, 16th, and 20th level.
Wildlander Trait (Ex): At 1st and 2nd level and every three levels thereafter (at 5th, 8th, 11th, 14th, 17th, and 20th level), a wildlander gains a special trait of his choice from among the following. Unless otherwise noted, all wildlander traits are extraordinary abilities.
- Quick Stride: The wildlander’s speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. A wildlander may select this trait multiple times, increasing his speed by +10 feet each time; however, he may not choose this trait twice in a row.
- Rapid Response: The wildlander gains Improved Initiative as a bonus feat.
*Instinctive Response (Requires Rapid Response): After the wildlander makes an initiative check but before his place in the initiative order is determined, he may choose to re-roll her initiative check. He must take the second roll, even if it is worse than the original roll.
*Evasion (Requires Quick Stride and Instinctive Response): The wildlander can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This benefit only applies when he is wearing no armor or light armor, and not carrying a medium or heavy load. A helpless wildlander does not gain the benefit of evasion.
*Improved Evasion (Requires Evasion): This ability works like evasion, except that while the wildlander still takes no damage on a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he takes only half damage on a failed save. A helpless wildlander does not gain the benefit of improved evasion.
*Tracking-free as a Wildlander (not built in above stats)
*Improved Initiative (Wildlander Trait)
- FREE FEAT HERE
*Rapid Shot-Quiver ability at 2nd level
Kreel was very excited when he found out his request for an audience with the Queen was granted. While he was hopeful he really didn’t expect she would make time for him. Sure, an important delivery was made and he had his part to play in it but surely many others have done great deeds to protect the elven forest. Kreel, shivered with excitement when he recollected receiving an elven cloak, Cloak of the Lady no doubt.
He had been told about the cloak by the duchess. Though the Duchess seems…. well odd sometimes Kreel could never had been sure that The Duchess was telling the truth or was she merely recounting a legend. But no matter, he had a cloak of his very own! Thinking about the Duchess reminded Kreel of his forest, it cut off from the main forest which is why The Dutchess is “queen” as it were. Of course his loyalty is to here but to serve the Queen of the Elves, how exciting was that. Ever since he saw the Elven quiver, cloak and Icebow, Kreel had concocted the idea of being the Queen’s secret agent. The dream the dwarf had predicted scared him, the Elven forest in flames and elves driven from the ancestral home if the Shadow could not be stopped. Not to be forgotten was the Masterwork sword from the Queen as well. It was so well balanced. Kreel had come a long way from being bound up by orcs with Sparrow. If the Queen’s Emissaries had not come along when they did surely he and Sparrow would have been killed or slaving in some cave somewhere. A far cry from where he once was. Killing the Leggets and the final battle when Sparrow was replaced by some one else. When found in the sewers Kreel should have known it was just too easy to be found miraculously by the one person in the city they were looking for. Kreel vowed he would not let that happen again.
Kreel had been concerned about one look the Queen gave him. In speaking with her highness he spoke about his glade and The Duchess. For just a moment, he got a look, a grim look. The Queens features softened again and Kreel was asked how is the Dutchess and commended him on taking care of her forest on the frontier. Kreel responded that the Dutchess is healthy and protected. Kreel did say that he didn’t always understand the Dutchess’ instructions all the time. The Dutchess would give orders for her charges to enter into dangerous territories and take what would seem unnecessary risks. Kreel had always believed that the risks must be necessary otherwise why would the Dutchess give dangerous orders. When Kreel set out to meet with the dwarves the Dutchess and sent him along a route that left him exposed over the plains and through mountain terrain that just isn’t his strong suit. This is why Kreel was captured in the first place. Kreel should have followed his instincts but the Dutchess said the mountain trail was the correct one. While captive Kreel was sure he must have missed the trail but he was an excellent tracker but there was no trail. Kreel was had to put his attention to not travelling the terrain being capture by orcs was quite easy. Thank goodness the Queen’s Emmissaries arrived when they did. Sparrow and Kreel would have either been dead or slaves somewhere by now. Kreel realized he was not paying attention to the Queen and forgot about the scary experience for now.
The Queen asked that she receive regular reports from him about the Dutchess and forest he protects. Because is slightly disconnected he cannot whisper to the trees there. One other thing, “Kreel, it is crucial that this be just our little secret. Do not inform The Dutchess that you are my personal messenger.”
Her personal messenger! How exciting was that! The Queen said "I see you have an Icebow. Would you like to learn how to use it? It is a fine, fine weapon. I will have one of our Elven Raider’s teach you how to use it. Have you thought about specializing. Speak to Thrall, he will teach you to use the Icebow. He is one of my finest Elven Raiders. One more thing Kreel, I am concerned about your next mission. Your friends are brave and stong but I need an Elf in charge of this mission. I cannot speak to the trees in the south. The jungle is filled with so much danger. Do NOT go to the cities at all costs. Evil dwells there, demons that have been living there undisturbed. Find out if you can what became of the last expedition that I sent. But, you must lead them Kreel, this is my forest that I cannot whisper to, I know I can trust you. If you are successful the Shadow will not be able to concentrate their attact once the Jungles are returned to my control.
Kreel found Thrall. Obviously, the Queen had told him to expect him. Though strong Kreel couldn’t have expected the power required to fire the Icebow. The Icebow, what a weapon! Once Kreel could use it without injuring himself, or anyone else he could feel the power. He released another arrow, it sprung to life. The impact into his targets showed that his strenght was transferred and augmented the damage he could do to the Shadow.
Thrall had questions, lots of questions about his abilities and has impressed that he had devoted his skilll to the bow. Thrall said “you are good with the bow, how would you like to be even better, the ultimate protectorate with a bow. Become an Elven Raider, I can teach you.” The Queen had chosen you and do not take that lightly. She must see great potential.
Kreel looked at Thrall intently, “Do you know what lies in the Jungle to the south?” My companions and I head there next. The Whisper does not work there, the Queen cannot communicate with the trees. Thrall face turned grave, the Queen’s look was intense, Thrall’s intense gaze bore through him. “Kreel, the Jungle is a dangerous place, do not let you guard down. Evil lives there and not just the Shadow. Demons who are ancient live there. They have lived in wait for those foolish enough to enter their domain. They eagerly serve the Shadow and their own twisted agendas.” Thrall spend the remainder of their time together teaching everything he knew of the Jungle. It was an excellent chance to learn about such a dangerous area.
Finally, Thrall said" I hope you give serious consideration to become an Elven Raider. There are so many skills that you can learn. Not every bowist can become an Elven Raider. You would have unique distinction. You are a Wildlander which affords you many skill, this will allow you to serve her majesty with even more distinction.
That night while Kreel was by himself he realized just how much he had learned in such a short time. He knew something about the jungle to the south, was proficient in Icebow, serving as the Queen’s leader in an important mission against the Shadow and has become an Elven Raider.