Alrad
Male Elf Ranger 1
True Neutral
Representing Leafsnail
Strength 12 (+1)
Dexterity 18 (+4)
Constitution 9 (-1)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 12 (+1)
Size: Medium
Height: 5' 5"
Weight: 115 lb
Eyes: Hazel
Hair: Dark Brown
Skin: Pale
Total Hit Points: 7
Speed: 30 feet
Armor Class: 16 = 10 + 2 [leather] + 4 [dexterity]
Touch AC: 14
Flat-footed: 12
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 1 = 2 [base] -1 [constitution]
Reflex save: + 6 = 2 [base] + 4 [dexterity]
Will save: + 1 = 0 [base] + 1 [wisdom]
Attack (handheld): + 2 = 1 [base] + 1 [strength]
Attack (missile): + 5 = 1 [base] + 4 [dexterity]
Grapple check: + 2 = 1 [base] + 1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages: Common Elven (? 2 more)
Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0; 15 lb.]
Feats:
Self-Sufficient
Track [free to rangers]
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 2 =
+2
Balance Dex* 4 =
+4
Bluff Cha 1 =
+1
Climb Str* 3 =
+1
+ 2
Concentration Con 1 =
-1
+ 2
Craft_1 Int 2 =
+2
Craft_2 Int 2 =
+2
Craft_3 Int 2 =
+2
Diplomacy Cha 1 =
+1
Disguise Cha 1 =
+1
Escape Artist Dex* 4 =
+4
Forgery Int 2 =
+2
Gather Information Cha 1 =
+1
Handle Animal Cha 3 =
+1
+ 2
Heal Wis 5 =
+1
+ 2 + 2 [self-sufficient]
Hide Dex* 6 =
+4
+ 2
Intimidate Cha 1 =
+1
Jump Str* 3 =
+1
+ 2
Knowledge (dungeoneering) Int 3 =
+2
+ 1
Knowledge (geography) Int 4 =
+2
+ 2
Knowledge (nature) Int 4 =
+2
+ 2
Listen Wis 5 =
+1
+ 2 + 2 [elf]
Move Silently Dex* 6 =
+4
+ 2
Perform_1 Cha 1 =
+1
Perform_2 Cha 1 =
+1
Perform_3 Cha 1 =
+1
Perform_4 Cha 1 =
+1
Perform_5 Cha 1 =
+1
Ride Dex 4 =
+4
Search Int 7 =
+2
+ 3 + 2 [elf]
Sense Motive Wis 1 =
+1
Spot Wis 5 =
+1
+ 2 + 2 [elf]
Survival Wis 5 =
+1
+ 2 + 2 [self-sufficient]
Swim Str** 3 =
+1
+ 2
Use Rope Dex 6 =
+4
+ 2
* = check penalty for wearing armor
Elf
* + 2 dexterity / -2 constitution (already included)
* Immune to magical sleep
* + 2 racial bonus to saves vs. enchantments
* Low-light vision
* Proficient with longsword, rapier, longbow & shortbow
* + 2 racial bonus on listen, search, and spot checks
Ranger
* Favored enemies
* Track as bonus feat (already included)
* Combat Style
* Endurance
* Wild empathy (roll level + charisma bonus)
* Endurance (level 3)
* Animal Companion (level 4)
* Woodland Stride (level 7)
* Swift Tracker (level
* Evasion (level 9)
* Camouflage (level 13)
* Hide in Plain Sight (level 17)
* High wisdom gains bonus spells daily
Favored Enemies:
* Humanoids (human) + 2
This ranger chose the archery track.
Class HP rolled
Level 1: Ranger 8
Alrad's Equipment:
18 lb
6 lb
2 lb
5 lb
3 lb
100 lb
3 lb
1 lb
1 lb
_____
139 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x2
Backpack
Bedroll
Blanket, winter x1
Firewood (1 day) x5
Flasks x2
Lamp (common)
Oil flasks x1
Total
More about Alrad:
Alrad never liked people very much. The world of the sentient was definitely not for him. All that talk of good and evil... why? All that matters is what happens. And making sure that what happens continues to happen. Alrad spent his time out in the forests, learning the ways of nature. He wasn't afraid to protect it - many ended up on the wrong end of his arrows while attempting to move through his forest. You could even say he was a contributing factor to the current tendancy to stay inside. However... things don't seem right. Just recently, strange things have been happening in the woods. Whatever did happen, it was weird enough for Alrad to leave his home and return to civilisation...