ElonAllgemeines (Anzeigen)Volk: Halbelf
Klasse: Waldläufer
Geschlecht: männlich
Gesinnung: chaotisch gut
Religion: -
Stufe: 1
Erfahrungspunkte: 0
Spieler: Matrix33
-----------------------------------------------------------------------------------------------------------
Alter: 25
Größe: 1,71
Gewicht: 63 kg
Augenfarbe: grün
Haarfarbe: braun
-----------------------------------------------------------------------------------------------------------
Sinne: Dämmersicht, +8 Perception
-----------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------
Kampfwerte (Anzeigen)Geschwindigkeit: 30 ft./9m/6 Felder
Initiative: +7
Raum und Reichweite:
Grundangriff: +1
CMB (offensiv): +5
CMB (defensiv): +20
Nahkampf: Krummsäbel +5 (1W6+4/18-20/x2)
Fernkampf: Langbogen +6/(+7)1 (1W8(+1)1/x3)
1) innerhalb von 9m/30 ft.
-----------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------
Fertigkeiten (Anzeigen)Skill | Attributsmod. | Class Skill | Ränge | Sonstiges | Gesamt
|
---|
Acrobatics | +5 | | | | +5
|
Appraise | +2 | | | | +2
|
Bluff | +0 | | | | +0
|
Climb | +4 | | | | +4
|
Craft (Bogenmacher) | +2 | +3 | +1 | | +6
|
Diplomacy | +0 | | | | +0
|
Disguise | +0 | | +1 | | +1
|
Escape Artist | +5 | | | | +5
|
Handle Animal | +0 | +3 | +1 | | +4
|
Heal | +2 | | | | +2
|
Intimidate | +0 | | | | +0
|
Knowledge (Dungeoneering) | +2 | | | | +2
|
Knowledge (Geography) | +2 | | +1 | | +3
|
Knowledge (Nature) | +2 | +3 | +1 | | +6
|
Perception | +2 | +3 | +1 | +2 (bei Sight und Sound) | +6/+8
|
Perform | +0 | | | | +0
|
Profession (Wildhüter) | +2 | | | | +2
|
Ride | +5 | | | | +5
|
Sense Motive | +2 | | | | +2
|
Spellcraft | +2 | | | | +2
|
Stealth | +5 | +3 | +1 | | +9
|
Survival | +2 | +3 | +1 | +3 (Skill Focus) | +9
|
Swim | +4 | +3 | | | +7
|
Synergien (bitte nicht mit oben einrechnen, das macht der SL):
-----------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------
Sprachen (Anzeigen)Automatic Languages: Handelssprache (Cheliaxianisch) und Elfisch
Bonus Languages: Varisianisch, Zwergisch
-----------------------------------------------------------------------------------------------------------
Volksmerkmale (Anzeigen)Volksmerkmale [Halb-Elfen]:
+2 to one ability score: Half-elf characters get a +2 bonus
on one ability score of their choice at creation, to represent
their varied nature.
Medium: Half-elves are Medium creatures, and have no
bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as
humans in conditions of poor illumination.
Keen Senses: Half-elves receive a +2 bonus on sight- and
sound-based Perception checks. They can make a Perception
check to spot a secret or concealed door if they pass within
10 feet, regardless of whether or not they are actively looking.
Elven Immunities: Half-elves are immune to magic
sleep effects and get a +2 racial saving throw bonus against
enchantment spells or effects.
Adaptability: Half-elves receive Skill Focus, as a bonus
feat, at 1st level.
Elf Blood: Half-elves count as both elves and humans
for any effect related to race.
Languages: Half-elves begin play speaking Common
and Elven. Half-elves with high Intelligence scores can
choose any languages they want (except secret languages,
such as Druidic).
Favored Class: Half-elves can choose any one class as
their favored class at 1st level. Once made, this choice cannot be changed.
Klassenfertigkeiten [Waldläufer]:
Weapon and Armor Proficiency: A ranger is proficient
with all simple and martial weapons and with light armor
and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a
type of creature from among those given on the Ranger
Favored Enemies Table. The ranger gains a +2 bonus on
Bluff, Perception, Sense Motive, and Survival checks when
using these skills against creatures of his selected type.
Likewise, he gets a +2 bonus on weapon attack and damage
rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and
20th level), the ranger may select an additional favored enemy
from those given on the table. 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. 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.
-----------------------------------------------------------
Gewählter Erzfeind: Tiere (Animals)
-----------------------------------------------------------
Track (Ex): A ranger adds half his level to Survival skill
checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the 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 able to study each other, which means that they must
be within 30 feet of one another under normal visibility
conditions. Generally, inf luencing an animal in this way
takes 1 minute, but, as with inf luencing people, it might
take more or less time.
The ranger can also use this ability to inf luence a
magical beast with an Intelligence score of 1 or 2, but he
takes a –4 penalty on the check.
-----------------------------------------------------------------------------------------------------------
Ausrüstung (Anzeigen)Beschlagene Lederrüstung (25 GM) 20 lb.
Langbogen (75 GM) 3 lb.
40 Pfeile (2 GM) 6 lb.
Krummsäbel (25 GM) 4 lb.
Rucksack (2 GM) 2 lb.
Seidenseil (10 GM) 5 lb.
Feuerstein und Stahl (1 GM) -
Lantern (Bullseye) (12 GM) 3 lb.
Bedroll (1 SM) 5 lb.
-----------------------------------------
27 GM 9 SM übrig
48 lb.
Leichte Last :100 lb oder less
-----------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------
Hintergrund (Anzeigen)Hervorgegangen aus einer unglücklichen Beziehung wuchs Elon in einer kleinen Siedlung, wenige Kilometer von Rätselhafen entfernt auf. Durch die Ablehnung, die er in seiner Jugend erlebte, stellte er sich unter die Fuchtel des zwergischen Jägers Oren, der ihn auf seine Streifzüge mitnahm und ihn sein Wissen nach und nach lehrte. Nach dem Tod des Lehrmeisters zog es den jungen Halbelfen hinaus aus der gewohnten Umgebung, hinein ins Abenteuer nach Rätselhafen. In Rätselhafen angekommen wich die anfängliche Abenteuerlust mehr und mehr der Ablehnung gegen diese Stadt, in der er die selben Ablehnung erfuhr, die ihmschon in seiner Heimat begegnete. Während den wenigen Monaten, in denen er in Rätselhafen lebte, kam er bei der Bogenmacherin Theria und deren Sohn Hedan unter, die ihm für seine helfenden Hände freie Unterkunft gewährten. Letztendlich kehrte er der Stadt und Theria jedoch den Rücken und ging verbittert zurück in sein Heimatdorf. Dort angekommen, wo ihn nur Häme und Gespött willkommen hieß, übernahm er den Beruf seines ehemaligen Lehrers und wurde Wildhüter. Um seinen Sold aufzubessern, stellte er neben seiner Arbeit Bögen her und verkaufte sie an Theria, die er einmal im Jahr in Rätselhafen besuchte.
Beunruhigt von dem mysteriösen Zeichen, dass sich am Himmel über Rätselhafen abzeichnete, begab sich Elon früher als normal nach Rätselhafen, um Neuigkeiten über dieses Zeichen einzuholen. Dort angekommen, überfiel ihn Hedan, der mittlerweile zum jungen Mann herangereift war, sogleich und schleifte Elon in den Goldenen Goblin...
Kontakte:
Wildhüter Oren (tot)
Theria Velera (Mensch) - Bogenmacherin in Rätselhafen
Hedan Velera (Mensch) - Therias Sohn und junger Erwachsener