Guild of Helina
Ranger Level 8
Common, Sylvan, Dwarven
Strength: 14 ( +2 )
Dexterity: 14 ( +2 )
Constitution: 12 ( +1 )
Intelligence: 15 ( +2 )
Wisdom: 12 ( +1 )
Charisma: 7 ( -2 )
Hit Points: 41
Armor Class: 14
Base Attack Bonus: 3
weapon / attack bonus / crit / type / range / damage
Dagger / +10/5 / 19-20/x2 / P S / 10 ft / 1d4
Heavy Flail / +10/5 / 19-20/x2 / B / N/A / 1d10
Rapier / +10/5 / 18-20/x2 / P / N/A / 1d6
Bone of the Phoenix: Ivory Master Craft Bow / +10/5 +1 / x3 / P / 110ft. / 1d8 + STR + 1 + 1d6
Ghost Touch Shortsword / +10/5 / 19-20/x2 / P / N/A / 1d6 + 1
You are faster than most.
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. The effects stack.
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
You know how to get along in the wild and how to effectively treat wounds.
Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Harsh conditions or long exertions do not easily tire you.
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 armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
- Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
- Defensive Combat Training (Combat)
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).
Kilarin Huntojan is the last of his line. Descended from the Huntsmasters to the Kingdom of Cahlourn, an island nation situated between the Frigid Sea and the Straights of Ongla known for its unparalleled navy and strong ale. However, Kilarin, like his father, Arinleif Huntojan, was born far from his ancestral homeland, on the wild continent of Brogandun. While isolated from the Kingdom and his clansmen, the Verages, Kilarin was taught the ways of the hunt by Arinleif, as he had learned from his father, Leiftyr, the last Huntojan to serve as Huntsmaster of Cahlourn.
Leiftyr had served King Bavarin fel Koengir loyally for 7 years, having inherited the position of Huntsmaster from his father upon his coming of age when he turned 20. However, when a visiting noble was attacked by a roaming dire bear during a hunt led by Leiftyr, a darkness would fall over the House of Huntojan. While Leiftyr had managed to save the diplomat’s life, the man, one of the many princes of Phoerance, had lost an eye and much of the muscle of his right shoulder and upper arm. In order to appese the Phoerancians and extend the rare and uneasy peace between them, King Bavarin was tasked with condemning Leiftyr to death. But the King had grown up with the Huntsmaster; they had been boyhood playmates and were still close. He would not kill his companion, but instead banished him from the Cahlourn Isle and its holdings.
Before Leiftyr departed, the Phoerancian chamberlain, an ascetic scholar and practitioner of dark arts, discovered the King’s plan, and so laid a curse upon the Huntojan name, or so Leiftyr explained to his son, Arinleif as he grew up in the forests of Brogandun. And so, Kilarin was told by his father.
In the wildfold, Arinleif raised a son, mothered by a woman of the Valance tribe native to those lands. Klaer had been her name, and she had introduced Arinleif to the dwarven folk of the lowlands that her tribe traded with. She also taught him the ways of worship to Harana, the goddess of the hunt, of shadow, and the swift kill. Most remarkably, Klaer had been the companion of a unicorn, Solanfaer. That is how Arinleif, and later, Kilarin, came to speak Sylvan.
Arinleif had been charged by Leiftyr with breaking the curse on their family, and used the resource of the Lowland Dwarves to delve into the scrolls in search of a means to do so. All that he learned, he passed on to Kilarin, because though he endeavored to break the curse himself, he understood that the task may pass to his son. So, as Kilarin grew, he too learned to language of the dwarves.
When Kilarin was 5 years old, he was out with his father on a hunting trip, or as he thought of them, a learning excursion. It was on these trips that his father would teach him or quiz him, all the while keeping their task in mind. However, on this particular trip, it was not a deer or a rabbit that they found, it was Solanfaer, who though he was no longer the companion of Klaer, was still a heart-linked spirit to her (and to Kilarin, as much as he could be linked to a human male). But Solanfaer was not patrolling his forest home. He was not moving at all. The instant that the father and son discovered the body of the once magnificent creature, both knew fear in their hearts. True, chest-wrenching, bowel-twisting fear. Though only 5, Kilarin nearly kept pace with Arinleif as the pair bounded back through the woods, heading for their cottage. It rested in the lee of a rock edifice that was broken down the middle from years of the waterfall that flowed over and through its cobalt crags. Kilarin had known before even entering the house that it she was gone. The blood and broken crockery were simply the signs of her demise. No body was left. Not a hair, or tooth, or nail. She was simply gone. And worst of all, their was nothing to track.
From that point on, Kilarin and his father were alone. His father continued to study the mysteries held within the libraries of the dwarves, and to teach his son the ways of the forest walkers. But over the years, his light waned, and without the stoke of love, he aged fast beyond his years.
When he died, shriveled and shaking, longing for the embrace of the death goddess and a hope to again see his long lost love, Arinleif left Kilarin with a charge of continuing the studies his father had begun and the crushing burden of releasing his families curse and restoring honor to the house of Huntojan. In so doing, the family’s rightful place and master of the hunt would be restored.