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Harran Elf 1

Harran Elf Scout

Basic InformationEdit

      Race: Elf
     Class: Ranger
     Level: 1
Experience: 588
 Alignment: NG
 Languages: Common, Elven, Goblin, Draconic, Sylvan 
     Deity: N/A
First Seen: The Dunn Wright Inn
  Location: The Dunn Wright Inn
Background: Open


AbilitiesEdit

STR: 15 +2 (7 pts)
DEX: 17 +3 (7 pts) +2 Racial
CON: 11 +0 (3 pts) -2 Racial
INT: 16 +3 (5 pts) +2 Racial
WIS: 10 +0 (0 pts)
CHA: 08 -1 (-2 pts)

Combat StatisticsEdit

(Max-2)       HP:  11 = [1d10 +CON (+0) + FC (01)] (Ranger)
              AC:  16 = [10 + DEX (+3) + Armor (+2) + Shield (+1) + Misc (00)]
        AC Touch:  13 = [10 + DEX (+3) + Misc (+0)]
   AC Flatfooted:  13 = [10 + Armor (+2) + Shield (+1) + Misc (+0)]
            INIT:  +5 = [DEX (+3) + Trait (+2)]
             BAB:  +1 = [Ranger (1)]
             CMB:  +3 = [BAB (+1) + STR (+2) + Misc (+0)]
             CMD:  16 = [10 + BAB (+1) + STR (+2) + DEX (+3) + Misc (+0)]
       Fortitude:  +2 = [Ranger (+2) + CON (+0) + Misc (+0)]
          Reflex:  +5 = [Ranger (+2) + DEX (+3) + Misc (+0)]
            Will:  +0 = [Ranger (+0) + WIS (+0) + Trait (+2 against fear 
                         effects, +2 against enchantments)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Longsword: Attack: +3 = [BAB (+1) + STR (+2) + Misc (+0)]
           Damage: 1d8+2, Crit: 19-20/x2 
          Special: If wielded in both hands: Attack: +2, Damage: 1d8+3
ShortBow : Attack: +4 = [BAB (+1) + DEX (+3) + Misc (00)]
           Damage: 1d6+0, Crit: 20/x3, Range: 60' 
          Special: PBS: +1 Attack, +1 Damage within 30'

Racial FeaturesEdit

Ability Adjustments: +2 (dex), +2 (int), -2 (con)
               Size: Medium
              Speed: 30'
      Favored Class: Ranger (+1 HP taken once)
           Low-Light Vision: Elves can see twice as far as humans in 
                             conditions of dim light (see low-light vision).
           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.
           Languages: Elves begin play speaking Common and Elven. Elves with
                      high Intelligence scores can choose from the following:
                      Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and 
                      Sylvan.

Class FeaturesEdit

Ranger

Armor/Weapons: Light/medium armor Simple/martial Weap
 Favored Enemy (goblinoid) : 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.

 Track : A ranger adds half his level (minimum 1) to Survival skill checks 
made to follow or identify tracks

 Wild Empathy : 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 (see Using Skills). 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.

FeatsEdit


Point Blank Shot(L1 Feat(combat)) : Benefit: You get a +1 bonus on attack
and damage rolls with ranged weapons at ranges of up to 30 feet.

TraitsEdit

Warrior of old (race): As a child, you put in long hours in combat drills,
 and though time has made this training a dim memory, you still have a 
knack for quickly responding to trouble. You gain a +2 trait bonus on 
Initiative checks.

Courageous (Combat): You gain a +2 trait bonus on Saving Throws against 
fear effects.

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 09 = [Base (06) + INT (03)/Level; FC (00), Misc (00)] (Ranger)
              

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              +6     1       3       3     -1   +0
Appraise                +3     0       0       3          +0
Bluff                   -1     0       0      -1          +0
Climb                   +5     1       3       2     -1   +0
Craft (       )         00     0       0       0          +0
Diplomacy               -1     0       0      -1          +0
Disable Device                 0       0       3     -0   +0
Disguise                -1     0       0      -1          +0
Escape Artist           +2     0       0       3     -1   +0
Fly                     +2     0       0       3     -1   +0
Handle Animal           +3     1       3      -1          +0
Heal                    00     0       0       0          +0
Intimidate              -1     0       0      -1          +0
Knowledge (Arcana)             0       0       0          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)   +7     1       3       3          +0
Knowledge (History)            0       0       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)      +7     1       3       3          +0
Knowledge (Nobility)           0       0       0          +0
Knowledge (Planes)             0       0       0          +0
Knowledge (Religion)           0       0       0          +0
Linguistics                    0       0       3          +0
Perception              +6     1       3       0          +2  (racial Elf)
Perform    (       )    -1     0       0      -1          +0
Profession (       )           0       0       0          +0
Ride                    +2     0       0       3     -1   +0
Sense Motive            00     0       0       0          +0
Sleight of Hand         +2     0       0       3     -1   +0
Spellcraft                     0       0       3          +0 (+2 to Identify)
Stealth                 +6     1       3       3     -1   +0
Survival                +4     1       3       0          +0 (+1 to track)
Swim                    +5     1       3       2     -1   +0
Use Magic Device               0       0      -1          +0

Spell Lists (Known)Edit

0 Level                    Level 01                   Level 02
* Spell Name               * Spell Name               * Spell Name
* Spell Name               * Spell Name               * Spell Name

Spell Lists (Prepared)Edit

0 Level                    Level 01                   Level 02
* Spell Name               * Spell Name               * Spell Name
* Spell Name               * Spell Name               * Spell Name

EquipmentEdit

Equipment                        Cost        Weight
Explorer's Outfit                 --         --  lb
Leather Armor                     10 gp      15  lb
Buckler                            5 gp       5  lb
Longsword (Melee)                 15 gp       4  lb
ShortBow (Ranged)                 30 gp       2  lb
  Normal Arrows (40)               2 gp       6  lb
Backpack                           2 gp       2  lb
  Trail Rations (2)                1 gp       2  lb
  Torch                          .05 gp       1  lb
  Rope Silk(50ft)                 10 gp       5  lb
  Flint and steel                  1 gp      --  lb
  Cure light wounds               50 gp      --  lb
  Dagger                           2 gp       1  lb
                               ===========
                Total Inventory:  113.05 gp  
                              Total Weight:  42  lb

            Light  Medium   Heavy    
Max Weight: 0-66   67-133  134-200

FinancesEdit

PP: 00
GP: 21
SP: 09
CP: 05

Gems/Jewelry/Other:
0000

DetailsEdit

      Size: Medium
    Gender: Male
       Age: 130
    Height: 5 foot 5 inchs
    Weight: 115 LB
Hair Color: Blond
 Eye Color: Purple
Skin Color: Pale
Appearance: Slightly Scarred
  Demeanor: Appears to be easy going. However has the look of don't piss me off

BackgroundEdit

Jec Looks like he has weathered a few battles. As for as normal elven beauty he has very little of it, infact the only reason you know he is elven is from the telltale ears and vibrant eye color. Growing up he had everything he could have ever wanted. Until on one fateful morning when a overly large group of goblins came through the town slaughtering everyone they could find. Jec was one of the few that survived. From that point on the vowed to hunt goblins and exterminate them of the world.

Adventure LogEdit

The Kidnapper's Trail GM: Toasterferret; July 2nd, 2012 to Sept. 24th, 2012

      XP Received: 588 XP = 161 EXP + (84 days * 7/day)
Treasure Received: 755 GP = 240 EGP + (84 days * 6/day)

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .

ApprovalsEdit

  • Approval (June 26th, 2012) (Satin Knights) level 1
  • Approval (June 26th, 2012) (Toasterferret) (non-judge) level 1

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