Oreleth the Wood Elf Fighter
Name: Oreleth Soumral
Ancestry: Elf (Wood Elf)
Background: Merchant
Deity: Solonor Thelandira, Elven god of archery and hunting
Class: Fighter - 1st Level
Size: Medium
Alignment: Chaotic Good
Speed: 30 feet per action (25' base, +10' speed bonus via Boots of Striding and Springing, -5' armor)
Gender: Female
Age: 171
Height: Unknown (not listed)
Weight: Unknown (not listed)
Hair: Blonde
Eyes: Blue
Strength: 14 (+2, or 16 +3 when wearing Gauntlets of Ogre Power)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 9 (-1)
Charisma: 12 (+1)
Hit Points: 17/17 (+6 Ancestry, +10 Class, +1 Constitution)
Armor Class: 22 (10, +6 Elegant Breastplate of Light Fortification +2, +5 Dexterity, +1 Ioun Stone)
Touch Armor Class: 19 (10, +5 Elegant Breastplate of Light Fortification +2, +5 Dexterity, +1 Ioun Stone)
Resonance: 2/2 (Charisma modifier + character level)
Hero Points: 2/2 (+1 for great roleplaying!)
Maximum Bulk: 7 (STR modifier + 5 = encumbered. Cannot carry STR modifier +10).
Senses: Low-light vision, Keen Hearing (Ancestry Feat)
Fortitude Save: +4 (+2 Expert, +1 Con, +1 Cloak of Resistance +1)
Reflex Save: +3 (+0 Trained, +2 Dex, +1 Cloak of Resistance +1)
Will Save: Expert +2 (+2 Expert, -1 Wis, +1 Cloak of Resistance +1)
Signature Ability: Resolute
+3 to Will Saves against Fear effects.
Background: Merchant
In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a deal on a suit of armor could save your life.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You gain the Bargain Hunter skill feat, and you’re trained in the Mercantile Lore skill.
Feats
Total character feats: 3 (Ancestry Feat, Background Feat, 1st level Fighter Feat)
Ancestry Feat: Keen Hearing (I chose this for Oreleth because of her player's evident interest in Perception; she had max ranks during PF 1.0!)
Description: Your ears are finely tuned to even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense unseen creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to sense unseen creatures within 30 feet
that you can hear with a Seek action.
Prereqs: Elven Ancestry
Page: 142
Background Feat: Bargain Hunter
You can spend the day Gathering Information specifically about deals on items rather than other information. Name an item or a general category of items (such as “magic weapons”) you’re looking for and then roll your Diplomacy check. Any bonuses you have when Gathering Information apply. The GM sets the DC based on the population of the settlement, the difficulty of finding the easiest-to-find item, how many merchants are in the area, and similar factors. If you choose not to buy the item using a deal right away, the GM determines whether the deal is still good later on. This type of Gather Information action has special outcomes on a successor critical success.
You can also use the Practice a Trade activity with Diplomacy instead of the Lore skill, spending your days hunting bargains and reselling at a profit.
Success You find a deal on the item you were looking for. You can purchase it at a discount equal to the value of a successful Practice a Trade check for a task of your level (see page 151), to a minimum value of half the item’s Price after the discount.
Critical Success You find an incredible deal on the item you were looking for. You can purchase it at a discount equal to the value of a successful Practice a Trade check for a task of 1 level higher than your level (see page 151), to a minimum value of half Price after the discount.
Page: 163
1st level Class Feat: Point-Blank Shot (Fighter, Open, Stance)
Requirements You are wielding a ranged weapon.
You take aim and hold your weapon to pick off nearby enemies quickly. When using a ranged volley weapon while in this stance, you don’t take the
circumstance penalty to your attack rolls within the weapon’s volley range. When using a ranged weapon without the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks made within the weapon’s first range increment.
Page: 89
Skills
Ranks are: Untrained (level -2), Trained (level + 0), Expert (level +1), Master (level +2), Legendary (level +3) - only Signature skills can be trained at Master or Legendary ability.
Perception - Expert
Total skill ranks: 5 (+3 Class, +2 Intelligence bonus). Skills chosen at 1st level are: Acrobatics, Athletics, Craft, Nature, and Stealth.
Acrobatics +2 (+1 level, +5 DEX, -4 armor - Fighter Signature Skill, Trained by 1st level skills)
Arcana +1 (+2 INT, -1 Untrained)
Athletics +0 (+1 level, +3 STR, -4 armor - Fighter Signature Skill, Trained by 1st level skills)
Crafting +3 (+1 level, +2 INT - Fighter Signature Skill, Trained by 1st level skills)
Deception 0 (+1 CHA, -1 Untrained)
Diplomacy 0 (+1 CHA, -1 Untrained)
Intimidation 0 (+1 CHA, -1 Untrained)
Lore: Mercantile +3 (+1 level, +2 INT - Trained via Background)
Medicine -2 (-1 WIS, -1 Untrained)
Nature +0 (+1 level, -1 WIS, Trained by 1st level skills)
Occultism +1 (+2 INT, -1 Untrained)
Performance 0 (+1 CHA, -1 Untrained)
Religion -2 (-1 WIS, -1 Untrained)
Society +1 (+2 INT, -1 Untrained)
Stealth +2 (+1 level, +5 DEX, -4 armor, Trained by 1st level skills)
Survival -2 (-1 WIS, -1 Untrained)
Thievery 0 (+5 DEX, -4 armor, -1 Untrained)
Languages: Elven, Common, Sylvan, Dwarven, Orc, Giant, Draconic, Minotaur - one language slot open.
Class Abilities
Attack of Opportunity (Reaction)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to it.
Fighter Feats
At 1st level and every even-numbered level thereafter, you gain a fighter class feat. Fighter class feats are described beginning on page 89.
KEY ABILITY - Strength or Dexterity
HIT POINTS - 10 plus your Constitution modifier
PROFICIENCIES
Perception - Expert
Saving Throws
Expert in Fortitude (+2)
Expert in Reflex (+2)
Trained in Will (+0)
Skills
Trained in a number of skills equal to 3 plus your Intelligence modifier
Weapons
Expert in all simple and martial weapons
Trained in all exotic weapons
Armor
Trained in all armor and shields
SIGNATURE SKILLS
Acrobatics
Athletics
Crafting
Weapons
Illuminating Magic Composite Longbow +1.
-- 28/40 normal arrows
-- Range: 100 feet
-- Damage: 1d8 Piercing
-- Bulk 2
-- Hands 1+
-- Group: Bow
-- Traits: Deadly d10, propulsive, volley 50, provides Light on command as a torch unlimited times per day.
Expert Elven Curved Blade
-- Damage: 1d8 Slashing
-- Bulk 2
-- Hands 2
-- Group: Sword
-- Traits: Elf, Finesse, Forceful.
Armor
Elegant Breastplate of Light Fortification +2
-- Armor Bonus +6
-- Touch Armor Bonus +5
-- Dexterity Modifier Cap +5 (see below)
-- Check Penalty -4
-- Speed Penalty -5 feet
-- Bulk 2
-- Trait: "Elegant" Trait. This is this DMs way of saying this armor does not have the Clumsy Trait that now belongs to this type of armor in PF 2.0 Playtest (Clumsy = This armor’s Dexterity modifier cap also applies to Reflex saves and to all Dexterity-based skill and ability checks that don’t have the attack trait).
-- Trait: 25% chance to negate a Critical Hit or Sneak Attack, 20% chance of Spell Failure (10% with Arcane Armor Training).
- Ioun Stone +1 to AC (when active and orbiting its user's head)
Magic Items
- Cloak of Resistance +1 (adds +1 to all Saving Throws while worn)
- Boots of Striding and Springing - Or sandals or cloth shoes or whatever footwear you like most. These boots, while worn, increase the wearer's base land speed by 10 feet. In addition to this enhanced Striding ability, these boots allow the wearer to make greater leaps. He can jump with a +5 competence bonus on Acrobatics checks.
- Belt of Ogre Power (adds +2 to Strength while worn)
- Bag of Holding Type 1 - holds 250lbs of gear
2 Scrolls of Endure Elements
Casting 10 minutes (Somatic, Verbal)
Range touch; Targets one willing creature
Duration 1 day
Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).
Heightened (3rd) The target is protected from severe cold and heat.
Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.
Page: 221
Adventuring Gear
Apparel (two outfits of choice)
-- No details provided.
-- No details provided.
Consumables
- Waterskin x2 (full)
- Good Rations (2 weeks)
Woodworking tools,
300 arrows in my Bag of Holding,
a sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
a bag of caltrops,
spell components,
a dagger and sheath,
a hooded lantern,
3 flasks of oil,
50 feet of hemp rope,
two outfits of choice,
6 tindertwigs (matches, basically, but better. Lighting a torch is a standard action instead of a full-round action with flint and steel),
A tinderbox (much like flint and steel, but far more convenient).
Wealth: 115 g.p.
Last edited: