In Search of Heroes
Stout and brave, Leaf is the nephew of Willit Reedfoot of the White River clans.
Leaf Reedfoot, level 1
Halfling, Ranger (Hunter)
Animal Master Starting Feature Option: Hawk
Archery Style Option: Bow Hunter
Ranger Wilderness Knacks Option: Ambush Expertise (Ranger)
Ranger Wilderness Knacks Option: Wilderness Tracker (Ranger)
Pivotal Event – Murder (+2 to Perception)
Theme: Animal Master
FINAL ABILITY SCORES
STR 11, CON 16, DEX 18, INT 10, WIS 14, CHA 10
STARTING ABILITY SCORES
STR 11, CON 14, DEX 16, INT 10, WIS 14, CHA 10
AC: 16 Fort: 14 Ref: 15 Will: 12
HP: 28 Surges: 9 Surge Value: 7
Acrobatics +11, Athletics +5, Nature +7, Perception +9, Stealth +9
Arcana +0, Bluff +0, Diplomacy +0, Dungeoneering +2, Endurance +3, Heal +2, History +0, Insight +2, Intimidate +0, Religion +0, Streetwise +0, Thievery +6
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Animal Master Attack: Distracting Attack
Halfling Racial Power: Second Chance
Ranger Utility: Aspect of the Pouncing Lynx
Ranger Utility: Aspect of the Lurking Spider
Ranger Attack: Disruptive Shot
Ranger Attack: Aimed Shot
Ranger Attack: Clever Shot
Ranger Attack: Rapid Shot
Level 1: Halfling Short Bow Hunter
Leather Armor x1
Flint and Steel
Belt Pouch (empty)
Hempen Rope (50 ft.)
Some folk are more at home among the woods, open fields or riverside than they are when walking the streets of a city. In ages past, the rangers of the Vale kept the peace along the borders, wandering the land to root out monsters and keep the roads clear of threats.
Today, the empires of old are long gone, their roads fallen into ruin. As the encroaching darkness grows ever bolder, tight knit families of halfling rangers have taken up the valiant fight to keep the vale safe and secure. Especially along the more lonely roads, paths and waterways. So well and furtively do they perform this task that many of those on the frontier never realize the debt they owe or to whom that protect them.
The small folk in the Vale and along the White River are masters of the sling and bow. They draw on cunning battle tactics and a primal racial magic to deter their enemies. Reverent allies of the natural world, rangers train in the vale forests and wilderness, tracking down and slaying kobolds, orcs and others intent on attacking villages and towns. At the same time, they seek to find harmony with the beneficial creatures of nature; they learn to dabble in their primal power- the inner magic of their race and nature itself.
Your folk have survived through cunning and stealth from the days of the Bloodspear invasions. Most of your homes along the riverbanks and in the hills put to the flame by orcs and gnolls. Your people have a saying, ‘Never again.’ But if the reports from your Uncle Willet’s responsibilities along the White river in the Barony of Harkenwold are unexaggerated then trouble has returned to the vale.
The elders of the eastern trade road territories have asked for a volunteer to reconnoiter and report back. The relationship with your uncle Willet is from your toddling days. You remember him a kindly fellow always making time for a splendid yarn with sloshing ale in one swinging hand, a jaw-clenched pipe betwixt yellowy briar chops and the other hand waving to make the tales come to life. That was before he saw his brother, your father, slain with others of your family by roving gnolls.
Willett aided in the burials of your family then left south. Orphaned, you were taken in by friends of the family. So seeing uncle Willett could be difficult and awkward but the time has come to face the issue head on and see what comes. Your bow, sword, leathers, camping supplies and plenty of spices stowed just so, you call your Tressym and begin your first solitary mission. Your path takes you completely around the northeastern end of the Harken Forest to find a road west or find your kin on the White River.