Creative Characters – Wenrick Orizana Elfling Spell-less ranger

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Welcome back to Creative Characters. This time around, our group will focus on a number of crossblooded denizens of the outlying Evervale region, somewhat unique in the acceptance and integration of their community. In this case, all of our characters will be interesting hybrid races, presenting fun new options for dynamic characters.

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. They are also written so that they can be used as either NPCs or PCs. This week we wrap up this group with our elfling ranger, Wenrick, the pride and joy of a blended community.

Wenrick Orizana CR 5

XP 1,600
Male elfling spell-less ranger 6
CG Small humanoid (elf, halfling)
Init +5; Senses low-light visionPerception +9

DEFENSE

AC 20, touch 17, flat-footed 15 (+3 armor, +1 deflection , +5 Dex , +1 size)
hp 30 (6d10-6)
Fort +4, Ref +10, Will +1; +2 vs. fear
Immune sleep

OFFENSE

Speed 30 ft. (40 ft.)
Melee +1 rapier +6 (1d4/19–20)
Ranged +1 longbow +13(1d6/×3)
Special Attacks favored enemy (monstrous humanoid +4, humanoid (goblinoid) +2); stealth attack +2d6

TACTICS

During Combat Wenrick focuses on ranged combat whenever possible, taking advantage of his speed and size, to present a difficult target for his opponents, all the while staying within range to deliver stealth attacks whenever possible. If able to prepare, he will usually make his initial attacks from a concealed vantage point among the trees.

STATISTICS

Str 8, Dex 20, Con 8, Int 14, Wis 10, Cha 13
Base Atk +6/+1; CMB +5; CMD 20 (21 vs trip)
Feats Focused Shot, Light Armor Proficiency, Martial Weapon Proficiency, Medium Armor Proficiency, Point Blank ShotPrecise Shot, Rapid Shot, Shield ProficiencySimple Weapon Proficiency, Weapon Focus (longbow)
Skills Stealth +18, Survival +9
Languages Common, Elven, Sylvan.
SQ favored terrain (forest +2), hunter’s bond (companions), track +12, wild empathy +8
Magical Gear +1 leather armor, +1 rapierring of protection +1potion of cure moderate wounds, Non-magical Gear backpack, a bedroll, a belt pouch, dagger, a flint and steel, an iron pot, a mess kit, ropesoap, torches (10), trail rations (5 days), and a waterskin. Coins 65 gp, 7 sp (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).

SPECIAL ABILITIES

Fast Movement (Ex)

When in a favored terrain, Wenrick’s base speed increases by +10 ft.

Nature’s Healing (Ex)

Wenrick’s extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains.

In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:

  • Long-Term Care: If Wenrick’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the spell-less ranger’s favored terrains.
  • Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, Wenrick can restore an additional 1d6 hp plus 1 hp for every three spell-less ranger levels he possesses. Wenrick does not need a healer’s kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.
  • Treat Poison: If Wenrick’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.
  • Treat Disease: If Wenrick’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.

Nimble Fallers

Growing up in trees gives some elflings a better grasp of how to safely fall from them. These elflings land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

Hawk’s Eyes (Ex)

As a standard action, Wenrick can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. He may also apply stealth attack damage, if applicable, to such a target.

Stealth Attack

If Wenrick can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Wenrick’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 when he flanks his target. This extra damage is 2d6. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft.

Stealth attacks are possible only when Wenrick is wearing medium, light, or no armor. He may only use this ability while in a favored terrain or against a favored enemy.

ABOUT

The son of an elf and halfling ranger, both members of the Vale’s ranger circle, Wenrick’s entire life has been amongst the wilds of the region. More at home amid the great expanses of the forest than in a village, the young elfling nevertheless takes his duty to protect the denizens of his homeland safe, the responsibility to home and community deeply ingrained in him.



About markt

Mark has been playing RPG's for over 25 years, the last 10 primarily online. A veteran of countless Play by Post games, he is also a content creator for OGN and an RPG Superstar alumni.

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