Name: Leonard Wolf
Race: Human
Sex: Male
Age: 28
Class: Ranger
Hair: Brown / Neck Length
Eyes: Light Brown
Height: 6'5 (195 cm)
Weight: 198 lb (90 kg)
Languages: Celestial, Common, Draconic, Elven, Sylvan
Alignment: Neutral Good
Level: 8
Str: 11 (+0)
Dex: 18 (+4)
Con: 11 (+0)
Int: 10 (+0)
Wis: 13 (+1)
Cha: 11 (+1)
Initiative: +8
Speed: 30'
Size: Medium
Hit Points: 52 (1d10)
Armor Class: 20
- Chain Shirt of Stealth (+6)
BAB: +8/+3
CM Bonus: +8
CM Defense: +22
Fortitude Save: +7
- Cloak of Resistance (+1)
Reflex Save: +11
- Cloak of Resistance (+1)
Willpower Save: +4
- Cloak of Resistance (+1)
Favored Terrain: Forest, Cold
Favored Enemies: Humanoid (Human), Undead
Action Points: 9
Bonus Action Points: 0
Signature Ability 1: Speak With Animals
Wolf can understand and speak the language of all animals.
Signature Ability 2: Primal Awareness
Wolf enters a state of heightened focus and gains a +2 bonus for Sense Motive and Perception checks involving danger, as well as enjoying an increased chance against being surprised. This ability extends to cover creatures in his immediate surroundings who might be threatened as well. Using Primal Awareness counts as using a skill and takes a standard action to invoke, but once active, it can be maintained for the duration of the scene. The only requirement is that Wolf must be in a state of mind that allows such concentration; ready and focused.
- Gain 1d10 HP
- Gain 6 + Int (+1 bonus) Skill Ranks
- Gain 1 bonus Skill Rank or 1 bonus HP
- Gain 1 bonus feat (at levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19)
- Gain 1 Ability Point (at levels 4, 8, 12, 16, 20)
- Check Ranger page to update skills and features
Skill Total Ability Modifier Ranks Class Bonus Other Bonuses Acrobatics +4 +4 (Dex) 2 (-2 armor check) Appraise +0 +0 (Int) 0 Bluff +0 +0 (Cha) 0 Climb* +5 +0 (Str) 4 +3 (-2 armor check) Craft (Traps)* +6 +0 (Int) 3 +3 Diplomacy +0 +0 (Cha) 0 Disable Device +2 +4 (Dex) 0 (-2 armor check) Disguise +0 +0 (Cha) 0 Escape Artist +2 +4 (Dex) 0 (-2 armor check) Fly +2 +4 (Dex) 0 (-2 armor check) Handle Animal* +8 +0 (Cha) 5 +3 Heal* +1 +1 (Wis) 0 Intimidate* +8 +0 (Cha) 5 +3 Knowledge (Nature)* +7 +0 (Int) 4 +3 Knowledge (Monster) +4 +0 (Int) 4 Knowledge Geography)* +6 +0 (Int) 3 +3 Knowledge (Dungeeoneering)* +5 +0 (Int) 2 +3 Linguistics +4 +0 (Int) 4 Perception* +10 +1 (Wis) 6 +3 Perform (Oratory) +2 +0 (Cha) 2 Profession (Herbalist)* +2 +1 (Wis) 1 Ride* +6 +4 (Dex) 1 +3 (-2 armor check) Sense Motive +1 +1 (Wis) 0 Sleight of Hand +4 +4 (Dex) 0 Spellcraft +0 +0 (Int) 0 Stealth* +11 +4 (Dex) 6 +3 (-2 armor check) Survival* +10 +1 (Wis) 6 +3 Swim* -2 +0 (Str) 0 (-2 armor check) Use Magic Device +0 +0 (Cha) 0
Weapon and Armor Proficiency
Proficient with all simple/martial weapons, light/medium armour, and shields (except tower).
Favored Enemy (Ex)
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humans, as well as +2 on attack/damage rolls against them. You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Undead as well as +4 on attack/damage rolls against them.
Favored Terrain (Ex)
Add half your level to Survival skill checks made to follow tracks.
Track (Ex)
Add half your level to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
Improve the initial attitude of an animal. Roll 1d20, adding your Ranger level and Charisma bonus to determine the result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. You must be within 30 feet of the animal under normal visibility conditions. Generally, influencing an animal takes 1 minute.
Archery Combat Style (Ex)
Gain bonus feats at levels 2, 6, 10, 14, and 1. You do not need to meet the prerequisites. The combat style feats do not provide any benefits while you wear heavy armour.
Hunter's Bond (Ex)
Form a close bond with an animal companion from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. This animal is a loyal companion that accompanies you on adventures as appropriate for its kind. Your animal companion shares your favored enemy and favored terrain bonuses. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a –4 penalty on the check.
Woodland Stride (Ex)
You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect you.
Swift Tracker (Ex)
You can move at normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving up to double speed, take only -10 penalty (instead of the normal –20).
Improved Initiative
Benefit: You get a +4 bonus on initiative checks.
Prerequisites: None
Weapon Finesse
Benefit: With a light weapon, elven curved blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.
Prerequisites: None
Endurance
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armour without becoming fatigued.
Prerequisites: None
Point-Blank Shot
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Prerequisites: None
Rapid Shot
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Prerequisites: Dex 13, Point-Blank Shot
Precise Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Prerequisites: Point-Blank Shot
Manyshot
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favoured enemy bonus. Damage reduction and resistances apply separately to each arrow.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, BAB +6
Deadly Aim
Benefit: You can choose to take a –3 penalty on all ranged attack rolls to gain a +6 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Prerequisites: Dex 13, BAB +1
- Improved Initiative (bonus racial feat)
- Weapon Finesse (chosen lvl 1 feat)
- Point-Blank Shot (bonus lvl 2 combat style feat)
- Endurance (bonus lvl 3 feat)
- Rapid Shot (chosen lvl 3 feat)
- Precise Shot (chosen lvl 5 feat)
- Manyshot (bonus lvl 6 combat style feat)
- Deadly Aim (chosen lvl 7 feat)
Wealth: 30 mc, 185 gp, 8 sp
Equipped Slots
- Dagger of Illumination +2
1d4 (M), 19-20/x3 critical, 10 ft range, P/S, provides light on activation.
- Longbow +2
1d8 (M), x3 critical, 100 ft range, P.
- Arrows
Common iron arrows. Remaining: 18.
- Longsword +2/+4 vs Giants
1d8 (M), 19-20/x2 critical, S.
- Light Chain Shirt of Stealth +2
+6 AC, +4 max Dex, -2 armor check, 20% arcane fail.
- Traveler's Outfit
Set of boots, breeches, belt, shirt and jacket.
- Cloak of Resistance +1
A sturdy black cloak with a folding hood. Provides +1 to all saving throws.
- Ring of Jumping
A simple enchanted band. Provides +5 to Acrobatics checks for high or long jumps.
Backpack
- Weapons
- Arrow +2 x24
- Whistling Arrow x20
- Apparel
- Consumables
- Elixir of Vision x3
- Waterskin (full)
- Potion of Bull's Strength
- Potion of Cure Moderate Wounds x3
- Good Rations 4d
- Restorative Ointment x5
- Other
- Falconry Gauntlet
- Ink & Inkpen
- Journal
- Oil Flask
- Large Sack
- Small Sack x2
- Tinderbox
- Tindertwig x6
- Wooden Poker Dice Set x2
Bag of Holding Type I
- Weapons
- Apparel
- Cold Weather Outfit
- Consumables
- Good Rations 10d
- Troll Potion
- Waterskin (full)
- Other
- Oil Flask x2
- Hemp Rope 50 ft
- Comfy Bedroll
- Dagger of Illumination +2
They're big, bad, and usually fairly aggressive. Not to be underestimated. Engage at distance whenever possible..
The God of Slaughter. A lesser but very evil deity who finds delight in the slow killing of his victims. Worshiped by creatures such as bugbears, ogres, trolls, and goblins, who all share a common penchant for screams of terror and gruesome deaths, performing vile acts in his name. Erythnul's very name represents chaos and evil. It also means sadness for the woodland realm, particularly Shandra's Evergreen in the North, for it was Erythnul's dagger that nearly cost Mielikki her life..
According to tales, Melshaef's Tree is a great landmark in the woods just off the Road of Kings that provides soothing shade as well as beauty. It is the place where Melshaef kept the forty-five survivors of St. Cuthbert's order safe after their caravan was ambushed by bandits on the road. Not only did Melshaef guide those poor souls to safety and drive off the bandits, but she also cared for them until another caravan arrived that could escort them to Summerset. Without her, all those people would have surely perished that day.
These places are filled and fueled with Nature's magic, providing certain boons to forest-friends and neutral-aligned creatures if they are in need. There exist tales of exceptions, but it is highly doubtful that any enemy of the forest ever enjoyed the benefits of a wellspring. In order to gain its benefits, one must first enter a wellspring. It takes at least an hour for the effect to start taking place. Wellsprings come incredibly varied. Some of the more famous ones are the Wellspring of Magic (which provides bonus spells), Wellspring of Plenty (which provides natural food and drink), Wellspring of Restfulness (which halves the amount of sleep you need), and Wellspring of Animal Kinship (which grants a temporary increase in knowledge and the ability to speak with animals). The trick to understanding a wellspring is simple meditation, as all rangers know.
While in Wolf shape, Wolf has the ability to travel at normal speed for days without tiring, as true wolves do. His fur is water-resistant when it comes to the weather, and its color affects stealth. While tracking creatures by scent, he receives a +4 bonus to Survival skills.
Stats
Attack: Bite (d6 damage + Melee Attack bonuses)
Speed: 50 ft
Skills
- Low-light vision
- Skill Focus (Perception) +3 to all checks.
- Scent
Feats
- Improved Trip
"A common wanderer under the stars, with a penchant for the uncommon."
That was how Leonard Wolf first introduced himself to the group of adventurers that would eventually become the Wayward Wanderers, upon being asked who he was. Having just arrived in Summerset after years of roaming aimlessly throughout the realm, it was the truth. He gave them his full name at that; something he did on rare occasion. For most intents and purposes he went by simply Wolf, a moniker he had chosen for himself because he didn't know his family name.
Wolf's father was a ranger belonging to a group stationed on the outskirts of a small town in the South. Following a period of prolonged absence, he reappeared one day with child Leonard in tow - only to disappear again, this time never to return. Raised by his father's comrades, Leonard grew up learning the ranger's trade; tracking, hunting, scouting, crafting and riding. The boy was a natural; both talented and eager to learn. Perhaps even too eager. His curiosity got him in trouble on more than one occasion during his solitary exploration of the wilds, bringing him face to face with dangerous beasts, yet somehow he always managed to survive without any real consequences. The most memorable of those times was when his tracking of the largest wolf prints he had ever seen led him right up against an actual dire wolf. It was then that he discovered his ability to converse with animals, which coupled with his innate affinity for nature and animals was probably the only reason he survived the encounter. The boy would be fascinated with wolves for a long time after that, enough to start calling himself Wolf in turn.
"There's a heart of the wilds in that boy, beating a rhythm that only the wilds can understand."
One of the rangers said that, and everyone who knew Leonard agreed. The boy took it as a great compliment and encouragement. He delved deeper and farther. Until finally the boy was a young man, and his homeland smaller than ever, and he said his farewells and ventured out on his own, into the great open world. He spent nearly all of his time prowling the wilds like a wolf, exploring ruins and following tracks. When he did visit civilized settlements every now and then, he always had quite a few stories to tell, and over time he developed a knack for proper storytelling. Eventually, he outgrew the South and longed for the vastness of the world beyond. He'd been far and across, a seasoned ranger by then, but recently felt drawn back South. Upon his return he joined up with a small party of adventurers and experienced a different kind of travel. And he liked it, the lone wolf that he was. But now it seemed that the same party would take him North again, for an unusual opportunity was about to present itself - Wolf's favorite kind.
"Home? Home is where the heart is. I am home wherever I may roam."
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