Welcome to Creative Characters. This is where I indulge myself a bit and create an unusual character, based on a concept, idea, theme, feat or whatever else catches my fancy. These characters are NOT supposed to be optimized, but they ARE supposed to be INTERESTING. For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages (and rounded down). They are also written so that they can be used as either NPCs or PCs as the reader chooses, and are written with all special abilities typed out, so as to ensure a minimum amount of book-flipping throughout your game.
This is a recurring series, and you should be seeing installments of it each week. Should you wish to see a particular build or idea featured here, then please don’t hesitate to comment
This time around we round out the “evil 5”, for those interested in running a campaign of evil characters, or at least ones who are “questionably aligned”, in the form of Hrubglub, Tiktik, Buiranar, Makana, and today’s entry: Allenby the Archer, a drow ranger who specializes in the long-range kill, preferably without his opponents ever knowing he was there.
Allenby, the Archer (CR 5)
Spell-Like Abilities (CL 6th; concentration +6)
Without time to prepare Allenby’s stats are as follows:
Ranged +1 composite (+3) longbow +11 (1d8+4/x3)
During Combat Allenby always tried to attack from surprise, and at range, using his feats as best possible to get his sneak attacks in, always trying to use Focused Shot at the same time. He will focus his attacks on humans and elves to the exclusion of everything else, as he loathes them, but will only resort to his longsword in cases of extreme need.
While Chomper is loyal to Allenby, the reverse is NOT true, and Allenby will gladly sacrifice Chomper if it means that he can save his own skin. The rules for Chomper are the same as for a normal animal companion, so have not been replicated here.
Str 16 (+2 magic), Dex 20 (15 +1 level, +2 race, +2 magic), Con 10 (12 – 2 race), Int 10, Wis 13, Cha 10 (8+2 race)
Base Atk +5 CMB +8; CMD 23
Feats Armor Proficiency Light, Armor Proficiency Medium, Endurance, Focused Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency (all), Martial Weapon Proficiency (all)
Skills Handle Animal +8, Intimidate +9, Knowledge (local) +8, Knowledge (nature) +8, Perception +13, Stealth +14, Survival +9
Languages Common, Goblin
Gear belt of physical might (+2, Strength and Dexterity), +1 chain coat, cloak of resistance (+1), +1 composite (+3) longbow, 100 arrows, bedroll, explorer’s outfits (2x), greenblood oil (6 doses), masterwork longsword, small tent, trail rations (7 days), Coins 141 gp, 1 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).
Combat style: Archery
Bonus Feats: Focused Shot
Favored Enemy (Ex)
1st Favored Enemy humanoid (human), 2nd Favored Enemy: humanoid (elf). Allenby gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. Allenby may make Knowledge skill checks untrained when attempting to identify these creatures. Allenby gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against elves. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. Allenby may make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Terrain (Ex)
1st Favored Terrain: Urban
Allenby gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. When Allenby travels through his favored terrain normally leaves no trail, and cannot be tracked (though he may leave a trail if he so chooses).
Hunter’s Bond (Ex)
Allenby has formed a close bond with a wolf called Chomper. Chomper is a loyal companion that accompanies Allenby on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.
As a deep underground dweller Allenby suffers from light blindness. Abrupt exposure to any bright light blinds him for 1 round. On subsequent rounds, he is dazzled as long as he remains in the affected area.
Allenby is skilled in the use of poisons and never risks accidentally poisoning himself.
If Allenby can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
Allenby’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or Allenby flanks his target. This extra damage is 1d6. Should Allenby score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), Allenby can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
Allenby must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Allenby cannot sneak attack while striking a creature with concealment.
Spell-Like Abilities (Su)
Allenby possess spell resistance (SR) equal to 13.
Allenby adds +3 to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
Allenby can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Allenby 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, Allenby 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.
Allenby was originally a normal drow elf and took part in a “sun world” raid, but during the raid, he was knocked unconscious and abandoned. Unable to find his way back to the underworld, he stayed above ground and took it upon himself to observe the people around him for future attacks.
During these observations, he’s come to the conclusions that humans are inherently unstable, and elves are just accommodating that, and he’s come to loathe the smell and sight of humans, to such a degree that he can barely stand being around them.
He’s taken it upon himself to rid the world of as many humans as he can, even if this requires him to take up the weapon of his traditional enemies the elves, and working together with other humans to accomplish this. In the meantime, he’s biding his time, and looking for a way to get back to the world below, where he intends to bring his observations to the attention of the ruling councils, and hopefully earn himself a promotion in the process.
Until then he operates under the name of Allenby (not believing that humans can pronounce his real name), and passing himself off, badly, as an elf cursed to look like a drow elf.