|Race:||Beastfolk - Foxkin|
|Class:||Ranger 5/Deepwood Sniper 6|
|Played by Scathien|
- Stats & Combat
- Class Abilities
|Favored Terrain (Forest): +2 Initiative|
|Favored Enemy Humanoid (Goblinoid): +4 to damage|
|Favored Enemy Humanoid (Human): +2 to damage|
|Far Shot: Range of ranged weapons increases by x1.5, thrown weapons by x2|
|Weapon Focus (Composite Longbow): +1 to attack rolls with Composite Longbows|
|Goggles of the Ebon Hunter: +1 Competence Bonus to Attack/Damage of ranged attacks|
|Point Blank Shot: +1 on Attack and Damage with ranged weapons up to 30 ft|
|Power Critical (Composite Longbow): +4 to attack rolls when confirming critical threat|
|Concealment Reduction: -20% to miss chance against opponents with concealment|
|+3 Great Swordbow (Greatsword Form)||+18/+13/+8||2d6+9||Slashing||19-20/x2||2x2d6+9||Melee|
|+3 Great Swordbow (Composite Longbow Form)||+20/+15/+10||1d8+8||Piercing||19-20/x4||4x1d8+8||225 ft|
|Arrows||40||Per Bow||Per Bow||Per Bow|
|Spectral Arrow||1||2 Negative Levels instead of Damage||Per Bow||Per Bow|
|Holy Arrow||20||1d4+7 Normal + 2d4 Holy||19-20/x3||Per Bow|
|Cold Iron Ironshod Arrow||20||1d10+7||17-20/x4||165 ft|
|Adamantine Arrow||20||Per Bow||Per Bow||Per Bow|
|Alchemical Silver Arrow||20||1d8+6||Per Bow||Per Bow|
|Raptor Arrow||3||Bane Effect against Whatever it is shot at||Per Bow||Per Bow|
Tobias is a white furred Arctic Wolf
|Conditional offense modifier Here|
|Hide||2||+ 2||+ 0||+ 0||+ 0||4|
|Listen||3||+ 1||+ 0||+ 0||+ 0||4|
|Move Silently||3||+ 2||+ 0||+ 0||+ 0||5|
|Spot||3||+ 1||+ 0||+ 0||+ 0||4|
|Survival||1||+ 1||+ 0||+ 0||+ 0||2|
|+4 to survival when tracking by scent|
Low Light Vision - A Creature with low light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Scent - This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by a sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights
Trip - A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
|Favored Enemy (Humanoid (goblinoid)): +4 to Bluff, Listen, Sense Motive, Spot, and Survival checks|
|Favored Enemy (Humanoid (human)): +2 to Bluff, Listen, Sense Motive, Spot, and Survival checks|
|Favored Terrain (Forest): +2 to Knowedge (Geography), Spot, Stealth, and Survival|
|Endurance: +4 when you make a check for performing a physical action that extends over a period of time|
|X||U||Climb (Str)||8||+ 3||+ 0||+ 0||+ 0||+ 11|
|X||U||Jump (Str)||0||+ 3||+ 0||+ 0||+ 0||+ 3|
|X||U||Swim (Str)||0||+ 3||+ 0||+ 0||+ 0||+ 3|
|-||U||Balance (Dex)||0||+ 4||+ 0||+ 0||+ 0||+ 4|
|-||U||Escape Artist (Dex)||0||+ 4||+ 0||+ 2||+ 0||+ 6|
|X||U||Hide (Dex)||13||+ 4||+ 0||+ 4||+ 0||+ 21|
|X||U||Move Silently (Dex)||12||+ 4||+ 0||+ 5||+ 0||+ 21|
|-||-||Open Lock (Dex)||0||+ 4||+ 0||+ 0||+ 0||+ 4|
|X||U||Ride (Dex)||0||+ 4||+ 0||+ 0||+ 0||+ 4|
|-||-||Sleight of Hand (Dex)||0||+ 4||+ 0||+ 0||+ 0||+ 4|
|-||-||Tumble (Dex)||0||+ 4||+ 0||+ 0||+ 0||+ 4|
|X||U||Use Rope (Dex)||0||+ 4||+ 0||+ 0||+ 0||+ 4|
|X||U||Concentration (Con)||0||+ 4||+ 0||+ 0||+ 0||+ 4|
|-||U||Appraise (Int)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Craft (Int)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Decipher Script (Int)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Disable Device (Int)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Forgery (Int)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|X||-||Knowledge (Int)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|X||U||Search (Int)||10||+ 0||+ 0||+ 0||+ 0||+ 10|
|-||-||Spellcraft (Int)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|X||U||Heal (Wis)||0||+ 2||+ 0||+ 0||+ 0||+ 2|
|X||U||Listen (Wis)||12||+ 2||+ 0||+ 0||+ 0||+ 14|
|X||-||Profession (Wis)||0||+ 2||+ 0||+ 0||+ 0||+ 2|
|-||U||Sense Motive (Wis)||0||+ 2||+ 0||+ 2||+ 0||+ 4|
|X||U||Spot (Wis)||13||+ 2||+ 0||+ 0||+ 0||+ 15|
|X||U||Survival (Wis)||14||+ 2||+ 0||+ 0||+ 0||+ 16|
|-||U||Bluff (Cha)||0||+ 0||+ 0||+ 2||+ 0||+ 2|
|-||U||Diplomacy (Cha)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Disguise (Cha)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Gather Information (Cha)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|X||-||Handle Animal (Cha)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Intimidate (Cha)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Perform (Cha)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Use Magic Device (Cha)||0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Speak Language||+ 0|
|REP Skill Points||10|
-U = usable untrained
-C = class skill
Level 1 - Point Blank Shot: You are skilled at making well-placed shots with ranged weapons at close range.
Level 3 - Far Shot: You can get greater distance out of a ranged weapon.
Level 6 - Precise Shot: You are skilled at timing and aiming ranged attacks.
Level 9 - Power Critical (Composite Longbow): Choose one weapon. With that weapon, you know how to hit where it hurts.
Level 12 - Feat: Desciption
Level 15 - Feat: Desciption
Level 18 - Feat: Desciption
REP Feat 1 - Weapon Focus (Composite Longbow): Choose one type of weapon. You are especially good at using this weapon.
REP Feat 2 - Improved Precise Shot: Your ranged attacks can ignore the effects of cover or concealment.
REP Feat 3 - Woodland Archer: You have honed your archery ability in the wilds of the forest.
REP Feat 4 - True Believer: Your deity rewards your unquestioning faith and dedication.
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Current Favored Enemies: Humanoid (Goblinoid), Humanoid (Human)
A ranger gains Track as a bonus feat.
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger 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, the ranger and the animal must be able to study each other, which means that they 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.
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
* If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
* If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
* The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
A ranger gains Endurance as a bonus feat at 3rd level.
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half or his ranger level -3 whichever offers a greater bonus. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level or his ranger level -3 whichever offers a greater bonus. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Wisdom score, see: Bonus Spells. When the Ranger class table indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, through meditation. A ranger may cast any spell on the ranger spell list spontaneously, provided that he can cast spells of that level.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Deepwood snipers gain no weapon or armor proficiencies. All weapon-related abilities of this prestige class apply only to bow or crossbow weapons with which the character is proficient.
At 1st level, all projectiles the deepwood sniper fires from a bow or crossbow behave as if they were keen weapons in addition to any other properties they may possess. Thus, a normal arrow fired by a deepwood sniper has a threat range of 19-20 instead of 20. This effect does not stack with any other keen effect.
With each level the deepwood sniper gains, the range increments of her bow or crossbow increase by 10 feet (added after all other modifiers). Thus, a 10th level deepwood sniper who had the Far Shot feat, would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet).
When the deepwood sniper reaches 2nd level her miss chance against opponents with concealment drops by 10%. Thus, she has miss chance of 10% rather than 20% against an opponent with one-half concealment. Her miss chance drops by an additional 10% per four deepwood sniper levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%.
At 2nd level, the character can produce an effect identical to that of a magic weapon spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on bows or crossbows only.
When the deepwood sniper reaches 2nd level, the critical damage multipliers of her bows or crossbow weapons increases by +1. Thus, an arrow that normally deals x3 damage on a critical hit instead deals x4 in her hands. When she reaches 7th level, these critical multipliers increase by an additional +1. This effect will not stack with any other spell or ability that provides the same effect.
At third level a Deepwood Sniper can use poison without any chance of poisoning herself (see Perils of Using Poison on page 296-297 of the Dungeon Master's Guide).
A 4th-level Deepwood Sniper can gain a +2 bonus on her attack rolls with a bow or crossbow against a stationary target by aiming carefully. Taking aim is a full round action, and if the target moves more than 5 feet during that period, the bonus is lost. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 8th level.
Once per day, a 5th-level Deepwood Sniper can reroll one attack roll that she has just made with a bow or crossbow. She must keep that result, even if it is worse than the original roll. She can use this ability twice per day at 7th level and three times per day at 10th level, though each use must relate to a different attack roll.
This group includes coyotes, foxes, and jackals, among others. They are noted as tricksters, and are regularly associated with the fae.
+2 Dexterity, +2 Intelligence, -2 Constitution
-Natural Cunning: +2 on Bluff, Sense Motive and Escape Artist checks.
-Fae Relations: +1 to saves versus enchantments, and to the DC difficulty of others’ saves when casting spells that cause these effects.
-Longevity: Small canids reach maturity at the same age as humans, but have a maximum age like those of elves.
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
|+3 Great Swordbow (Greatsword Form)||2d6+6||19-20/x2||Melee||Slashing/Magic||+3 Enhancement Bonus|
|+3 Great Swordbow (Composite Longbow Form)||1d8+4||x3||110 ft||Piercing/Magic||+3 Enhancement Bonus, +4 Str Requirement)|
|Cold Iron Ironshod Arrow||20|
|Alchemical Silver Arrow||20|
|Studded Leather Armor +1||+4||Armor||+5||- 0||15%||30 ft||20 lbs, +1 Enhancement Bonus|
|Ring of Natural Armor +2||+2||Natural Armor||-||-||-||-||+2 AC (Natural Armor)|
|Face||Goggles of the Ebon Hunter||These goggles consist of coin-sized lenses set in a wire frame with a thin wire band apparently meant to secure them to the wearer's head|
|Shoulders||Cloak of Resistance +4||A regular looking cloak decorated with forest colors|
|Torso||Studded Leather Armor +1||A suit of masterwork studded leather armor|
|Right Ring||Ring of Natural Armor +2||A Ring|
|Feet||Boots of Elvenkind||Soft Boots|
List of Items Here:
|+3 Great Swordbow||8 lbs|
|+1 Studded Leather Armor||20 lbs|
|Flint & Steel||-|
|Explorer's Outfit||8 lbs|
|Silk Rope (50 ft)||5 lbs|
|Trail Rations (6)||6 lbs|
|Pearl of Power (Lvl 1)||-|
|Boots of Elvenkind||1 lb|
|Ring of Natural Armor +2||-|
|Goggles of the Ebon Hunter||-|
|Cloak of Resistance +4||1 lb|
|Spectral Arrow (1)||-|
|3 Raptor Arrow||-|
|20 Cold Iron Ironshod Arrow||-|
|20 Holy Arrow||-|
|20 Alchemical Silver Arrow||-|
|20 Adamantine Arrow||-|
|Efficient Quiver||2 lbs|
Magic Item Descriptions:
Price: 42,775 gp
Aura: Faint, Transmutation
Weight: 8 lbs
This +3 Composite Longbow (+4 Str rating required) changes into a +3 Greatsword (or vice versa) when activated. You can interchange bow and sword attacks as part of the same full attack action.
In sword form, the weapon features a bowlike grip and a pommel that resembles the curving tip of a bow. In bow form, the weapon is made of metal, and each limb of the bow resembles a sword blade. In either form, a great swordbow has the same enhancement bonus. A great swordbow's enhancement bonus can be improved as if improving two separate weapons (for example, improving a +1 Great Swordbow to a +2 Great Swordbow costs 12,000 gp, just as if you were improving two +1 weapons to +2).
A Great Swordbow can have special weapon properties added to it (such as flaming); such properties cost twice the normal amount (again, as if improving two separate weapons) and apply to both weapons if possible. If a property can't apply to both weapons (such as vorpal or distance), it applies only to the Great Swordbow when it is in an eligaible form (for instance, a +1 Great Swordbow of Distance is a distance weapon only in bow form). If a property can apply to the weapon in only one of its forms, it does not double the regular price.
Body Slot: Torso
Weight: 20 lbs
A set of Masterwork Studded Leather Armor enchanted with an AC bonus of +1
Price: 2,500 gp
Body Slot: Feet
Weight: 1 lb
These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.
Price: 42,300 gp
Goggles of the Ebon Hunter grant you darkvision out to 30 feet, as well as a +1 competence bonus on attack rolls and damage rolls with ranged weapons.
These goggles also allow for the spell Find The Gap to be cast as a 5th level caster 3/day
Price: 16,000 gp
Aura: Faint (Abjuration)
This cloak provides a +4 Resistance Bonus to all saving throws (Fortitude, Reflex, and Will)
Price: 2,560 gp
This arrow looks like a +1 Arrow, but it is an invisible brilliant energy projectile that bestows two negative levels rather than dealing normal damage.
Price: 1,800 gp
Aura: Moderate (Conjuration)
Weight: 2 lbs
This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. Each of the three segments can contain up to sixty objects of the same general size and shape as an arrow. Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.
Price: 6,000 gp
Slot: - (Weapon Crystal)
Demolition Crystals were designed for those who fight constructs, particularly for the servants of wizards who battle enemy golems.
A greater Demolition Crystal attached to a weapon deals an extra 1d6 points of damage to constructs. In addition, the weapon is treated as adamantine for the purpose of overcoming the damage reduction of constructs. Finally, the weapon is capable of delivering sneak attacks and critical hits against constructs as if they were living creatures.
Statistics of Items Here:
Total Weight: 64 lbs
Ranger: Ranger Spells
Caster Level: 2
1st Level Ranger Spells Per day: 1 + 1 (Level 1 Pearl of Power)
|Quest Name||Gp Reward||Extra Rewards||Sheet updated w/ Reward?|
|It's Back From Work We Go||334||1 Redcap Tooth (sold for 500 gp)||Yes|
|Gnomish Manglers||400||Jade Figurine (sold for 300 gp)||Yes|
|Sacrificial Toads||400||3 Cure Light Wounds Potions||Yes|
|Speakeasy Runaway||840||Masterwork Studded Leather Armor||Yes|
|Wicked Witch||750||1 Spider Climb Potion||Yes|
|Tentacle Troubles||870||1 Change Sex Potion, 2 Arousal Potions||Yes|
|Cold Hearted Doctor Shivian||2,500||1st Level Pearl of Power||Yes|
|Fredquest||880 gp||1 invisibility potion, Roka is now permanently a hermaphrodite||Yes|
|Bandit Wars||2,780 gp||+1 Studded Leather Armor||Yes|
|Needles||1,380 gp||Boots of Elvenkind||Yes|
|When The Wicked Walk||600 gp||+1 to Masterwork Composite Longbow +3||Yes|
|Beach Bash||1,800 gp||Wand of Invisibility (31 charges), Allowed to stay at San Carla for up to two weeks at a time, free of charge - an upper-class, luxury beach resort.||Yes|
|Illithid Sleeper Cell||5,400 gp||None||Yes|
|Sandy and the Giant||1,000 gp||+1 Ranged Weapon (Sold)||Yes|
|One Last Riddle||1,900 gp||Ring of Natural Armor +2||Yes|
|Start at the End, part 1||None||None||Yes|
|Start at the End, part 2||8,162 gp 5 sp||Goggles of the Ebon Hunter||Yes|
|Have You Seen It?||4,500 gp||Spectral Arrow, Mild Positive Energy Phobia, Reflexive Psychosis Bonus Feat, Masochism Trait||Yes|
|The Dollmaker||-||Part 1 of 3||Yes|
|The Dollmaker Part 2||-||Part 2 of 3||Yes|
|The Dollmaker, Finale||-||Part 3 of 3, 21,912 gp gained from all three parts, Cloak of Resistance +4 (Worth 16k, Chosen as item worth up to 19k (ECW of a level 7 character)||Yes|
|Part 2||-||2,500 gp||Yes|
|Dread Vangor's Tome||9,322||One item worth up to 5,000 gp (not picked)||Yes|
|The Mountain Shudders||20,000||None||Yes|
|Tick Tock Trouble||0||None||Yes|
Roka was born and raised in the Northwood and trained by his father in the ways of the ranger. Sadly enough, the wanderlust took hold of young Roka soon after he came of age, and with a parting gift from his family and their blessing Roka set off for a life that he had heard tales of by passing strangers. Tales of heroics, danger, treasure, and challenge. Every single one of these people said that they got their start in Avalon city. Roka knew that this was where he would have to go in order to get his own start. He traveled with his father to the edge of the Northwood and said his final farewells, with promises that he would return once he had his fill of the outside world and some tales to tell of his own. With a final wave to his father, Roka set off for Avalon city and the wonders it would hold for him…
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Roka is a white furred foxkin roughly 16 years old, standing at a height of 4'10''. He tends to dress to blend into his environment, especially if he is on a hunt or on patrol in one of the nearby forests. He is young and strong and is well built thanks to his ranger training and his travels.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Roka has very striking blue eyes, but nothing else overly important or anything that really stands out.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Roka tends to change mannerisms depending on who he is interacting with. If he is "working" (adventuring, patrolling, etc) he can be quite serious and quick to the point. In actual social situations Roka's personality tends to be shy and inquisitive, especially if something peaks his curiosity.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Roka was born in a village within the forests of the Northwood at the beginning of the spring season shortly after the first melts occured. Nothing major or disastrous happened to coincide with Roka's birth.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Father: Tarkin, Ranger, Protector/Guardian/Hunter, married to Meshka and still married, Still alive
Mother: Meshka, Former Assassin/Slave (Unknown to Roka), Caretaker, married to Tarkin and still married, Still alive
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Roka was one of three triplets, his twin brother and sister were stillborn (supposedly), leaving Roka as an only child.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Roka has no extended family. His mother and father came to the Northwood together without family, or any mention of them. It is presumed they are dead.
5) How did you get along with your family?
Roka has a great relationship with his mother and father, both are very caring and are quite protective of their son.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Roka served as an apprentice ranger under his father for a full year before he was allowed to leave on his own adventures.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Roka's teacher was his Father, a Male, White Furred Foxkin by the name of Tarkin. While he was loving to his son at home, during training he pushed Roka to his limits and taught him many things. Without his tutilage, Roka would not be the Ranger he is today.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
2 others, Roka's best friends growing up. Yes
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Roka understands that knowledge is a good thing to seek. He does not yet know how to read, but his father read him stories all the time about far away lands and ancient secrets (as part of adventures).
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Roka tends to wander around the forests outside of Avalon City when not actively adventuring, hunting for bandits and other undesirable types. However he does not get paid for this. He also does some trapping on the side, selling the pelts and hunting his own food.
1) Who were your friends as a child? As an adolescent? As an adult?
Roka had the same friends from the time he was born until the time he left to tend to his feelings of wanderlust and wanting of adventure. A pair of twin brothers (named Kagan and Kajor) who joined him on most of his "adventures" at home and also trained with him. As they were a year younger they did not leave at the same time Roka did however, so they are still there.
2) How many of these people are still alive? How many are you still friends with?
They are both still there, and both are still Roka's friends
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Again, the twin brothers. There was one particular time "a few years back" when they used what they were learning from Roka's father about stealth and hiding to spy on the female area of the local hotsprings. Sadly, they were caught, and drug by their ears back to their parents and were punished… but it was soooo worth it…
4) What do you look for in a friend?
Loyalty, passion, and a desire to help others.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Roka has not yet been in love, but he has been attracted to others before. He had a very short-lived relationship with a daughter of a neighbor before the father found them in a…. compromising situation and quickly put an end to things. She left on a journey a few months later and Roka has yet to see her again.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Roka follows Matra, though mainly because his father followed her and sought her protection in battle. He believes that when one passes on the body returns to the earth, while the spirit moves on. Sometimes it stays behind to watch over those until it can let go of those attachments and move on.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
Nature spirits and elements are a natural part of the world and easily accepted. The dead however should stay dead, the undead break the natural cycle and must be removed.
3) What gods, religions, or priesthoods will you have nothing to do with?
Anything outright evil or dealing with forced slavery is a quick way to get onto Roka's bad side
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence?
Magic? Sex? Dealing with Evil Beings?
Roka is still developing his moral code in a number of areas, but he has no problem killing those who are more than willing to kill others or perform acts of (in Roka's judgement) "great evil". Stealing is not yet defined, Lying is not defined either just yet. He has no qualms with magic unless it forces people to do something against their own code. Sex is also treated in such a manner, -never- use force. Roka also will not listen to deals that evil beings attempt to make (as in "deal with the devil" type deals).
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Roka will do his best to complete a task that he has started, even if he has to leave and come back to it later.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
(Ranked 1-10: 1 = Most Important)
Roka would do practically anything to save his family, or those he conciders family, friends, and loved ones. Those he befriends or becomes attached to are very important to Roka.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Not often, Not very much, Roka has yet to have any sort of dreadful or inspiring sense from a dream.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Roka knows that magic has its place in the world, as do the people who use it. Fearsome Monsters should be respected instead of feared, prepared to end them if they become a danger to others. As for the Unknown, Roka is quite curious, and does not hesitate (much) to explore when the chance arises.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Roka is quite skilled at archery, but its nothing overly impressive that sets him apart from the rest of the world.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Roka is quite shy around people who he doesnt know that are friendly.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Roka has not made any enemies just yet. At least none who are still alive anyway.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Roka loves his parents and his homeland.
2) What do you hate? How do you typically react to these hated things?
Hate is a strong word, and he does not hate easily. As such, Roka is unsure how he would react to something that he hated as he has yet to reach that level of dislike for something.
3) What do you fear? What is your worst nightmare?
Roka fears loosing his home, or those close to him. His worst nightmare would have been being forced to watch those things die without being able to stop it.
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Roka encountered a bugbear while out training with his father one day, with the help of his father, and his two friends (who were accompanying him on his training) they managed to take it down in short order, but the experience was still Roka's first encounter with an actual "monster"
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Roka was born and raised in the Northwood and trained by his father in the ways of the ranger. Sadly enough, the wanderlust took hold of young Roka soon after he came of age, and with a parting gift from his family and their blessing Roka set off for a life that he had heard tales of by passing strangers. Tales of heroics, danger, treasure, and challenge. Every single one of these people said that they got their start in Avalon city. Roka knew that this was where he would have to go in order to get his own start. He traveled with his father to the edge of the Northwood and said his final farewells, with promises that he would return once he had his fill of the outside world and some tales to tell of his own. With a final wave to his father, Roka set off for Avalon city and the wonders it would hold for him.