CG Half-Elf Ranger
STR 18 (+4) DEX 18 (+4) CON 15 (+2) INT 17 (+3) WIS 18 (+4) CHA 14 (+2)
Climb +16, Gather Information +12, Handle Animal +20, Heal +11, Jump +15 Knowledge (geography) +9, Knowledge (nature) +19, Knowledge (the planes) +7, Listen +15, Move Silently +17, Sense Motive +9, Spot +15, Survival +17, Swim +11, Use Rope +15
Endurance (bonus), Fleet of Foot (Player’s Guide to Faerun), Natural Bond (Complete Adventurer), Track (bonus), Two-Weapon Defense, Two-Weapon Fighting (bonus, in light or no armor); Improved Two-Weapon Fighting (bonus, in light or no armor); Greater Two-Weapon Fighting; POINT BLANK SHOT +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet; CAMOUFLAGE (can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment)
Immune to magical sleep; +2 racial bonus on saves vs. enchantments; Low-light vision; +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks
Wild Empathy (roll+ level + charisma bonus); Combat Style Mastery (two-weapon fighting); Favored Enemies: Animals +2, Undead +6, Evil Outsiders +2; Animal Companion: Dog; Woodland Stride; Swift Tracker; Evasion.
1st level-Endure Elements: Exist comfortably in hot or cold environments.
1st level-Speak w/Animals
2nd level-Cure light wounds: Cures 1d8 damage +1/level (max +5).
2nd level-Speak w/plants
3rd level-Water Walk: Subject treads on water as if solid.
3rd level-Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
4th level – Summon Nature’s Ally IV: can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Greenheart: +20 (1d8+4,19-20/x2) OR MW Composite Longbow: +18 (1d8/x3)
Greenheart: +18/+13/+7 (1d8+4,19-20/x2) AND +3 Dagger: +19/+14/+8 (1d4+2,19-20/x2) OR MW Composite Longbow: +19/+14 (1d8+3/x3)
Common, Draconic, Elven, Goblin
Potion of cure moderate wounds, Potion of cure serious wounds, Potion of barkskin +5 Lesser fiendslayer crystal (attach it to a weapon it does +1d6 damage to evil outsiders (devils, demons, etc) and makes the weapon good-aligned for purposes of overcoming damage reduction.) Ring of Protection (+2 deflection AC bonus); Boots of elvenkind (+5 to move silently) Vanisher cloak (3 charges a day, turn myself or someone else briefly invisible), amulet of Fortune prevailing, wand of create food and water +2 Mithral chainmail(+7 AC with +4 max dex bonus), Greenheart (+3 longsword), +1 dagger, +3 dagger, +1 Studded leather armor
short sword, MW composite (mighty +3) longbow, Arrows (quiver of 20), Belt Pouch, Climber’s kit
Talan hails from the High Forest in the north of Faerûn, though he left that home for unrevealed reasons. Bad weather forced him to seek shelter in an abandoned home, where he stumbled across a teleporter that whisked him to Avernus, first of the Nine Hells.
There he encountered the sorcerer Hexla, enjoying her hospitality until encountering Sheen and Joris Crownsilver. The three of them escaped Avernus together, reaching the impossible city of Sigil.
Since arriving, they have been joined by Haden, and have had many adventures. Talan yearns to escape to the wild again; perhaps sensing this, his animal companion, Ari, has now found him.
Talan now possesses Greenheart, an enchanted longsword he recovered from the fallen ranger, Pwyll Strongbow.