Buck Skin Scout
Description-
The standard Buckskin is a highly skilled scout and archer, trained to operate independently in the wilderness for extended periods of time. They are typically lightly armored and equipped with a longbow and a short sword, and often carry a small supply of potions and healing herbs. Their druidic training allows them to tap into the natural world around them for guidance and power, making them highly attuned to their surroundings. They are known for their quick thinking and resourcefulness in the face of danger, and are highly respected by their fellow Wood Elves.
Tactics-
In battle, Buckskins typically use hit-and-run tactics, striking from the shadows and disappearing back into the wilderness before their enemies can react. They are also adept at tracking and ambushing their foes, using their keen senses and knowledge of the land to gain the upper hand.
Their druidic abilities also make them formidable opponents, allowing them to call upon the power of nature to aid them in battle. They can use spells to heal themselves and their allies, summon animals to fight alongside them, or even control the elements themselves to rain down lightning or summon a fierce storm. Overall, Buckskins are highly skilled and adaptable fighters, capable of holding their own in a variety of combat situations.
Abilities:
- Medium humanoid (wood elf), neutral
- Armor Class: 16 (studded leather armor, shield)
- Hit Points: 110 (13d8 + 39)
- Speed: 35 ft.
Str 10 (+0) | Dex 20 (+5) | Con 16 (+3) | Int 12 (+1) | Wis 18 (+4) | Cha 8 (-1) |
- Skills: Athletics +4, Perception +8, Stealth +11, Survival +8
- Senses: passive Perception 18
- Languages: Elvish, Common
- Challenge Rating: 8 (3,900 XP)
- Multiattack: The Buckskin Scout makes two attacks with its longbow.
- Longbow:* Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 18 (1d8 + 10) piercing damage.
- Scimitar:* Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) slashing damage.
- At Will: Cure Wounds, Detect Poison and Disease, Entangle, Longstrider, Speak with Animals
- 3 per day: Barkskin, Pass Without Trace, Spike Growth
- 1 per day: Call Lightning, Conjure Animals
- "Deadly Aim" - Once per turn, the Marksman can choose to add an additional 1d8 damage to their attack if it hits.
- "Falcon Strike" - The Buckskin can transform into a falcon for a limited time, gaining the ability to swoop down from above and strike at an enemy with a powerful talon attack (3 attacks, 2d6 each, can move away without provoking opportunity attacks)
Pathfinder:
- "Nature's Path" - The Buckskin can use their deep knowledge of the forest to move through it with incredible speed and agility, granting them increased movement speed and the ability to move through difficult terrain with ease.
- "Soothing Whisper" - The Buckskin can transform into a small woodland creature, allowing them to pass unnoticed through the forest and to communicate with other animals. They can use this ability to calm hostile creatures or to gather information from wildlife.
- "Nature's Blessing" - The Shaman can use a bonus action to heal themselves or an ally for 1d8+4 hit points, using the power of nature to mend wounds and soothe injuries. (30ft range)
- "Blessing of the Forest" - The Buckskin can call upon the ancient spirits of the forest to grant them or their allies increased strength, agility, or other attributes for a limited time. (30ft range)