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Male Human Ranger (Freebooter /Shapeshifter /Skirmisher ) 5
Chaotic Neutral Medium Humanoid (human)
Player Deus (2205-9)
Xp 13
Faction Dark Archives
Prestige 21/23
Favored class Ranger (+3 sp, +2 hp)


Init +2
Senses Perception +8, Low-light vision


AC 16, touch 12, flat-footed 14; (+2 dex, +4 armor)
hp 51 (5d10+17; Dies at -18)
Fort +9, Ref +7, Will +3
Special Defenses Auto-stabilize


Speed 30 ft.
Melee

Mwk cold iron dagger +10 (1d4+4, 19-20/x2, 10 ft.)
Mwk silver morningstar +10 (1d8+4, x2)
Mwk cold iron longsword +10 (1d8+4, 19-20/x2)
+1 adamantine greatsword +10 (2d6+7, 19-20/x2)

Ranged

Javelin +7 (1d6+4, x2, 30 ft.)
Pilum +7 (1d8+4, x2, 20 ft.)

Special Attacks Power Attack, Vengeance strike


Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 7
Base Atk +5; CMB +9; CMD 21
Feats Totem Spirit (Sklar-quah), Quick Draw, Aspect of the BeastCS (Night Senses), EnduranceB, Diehard, Power Attack
Skills (ACP ±0) 7 sp/lvl (6 sp Ranger, 1 sp Favored Class); Acrobatics +10 (5), Climb +13 (5), Knowledge (geography) +4 (1), Knowledge (nature) +4 (1), Perception +10 (5), Profession (sailor) +5 (1), Stealth +11 (5), Survival +10 (5), Swim +13 (5)
Traits

Auspicious Tattoo (Racial) You bear a tattoo depicting one of the totems listed for your quah (see page 16) that favors you with good fortune. You gain a +1 trait bonus on Will saving throws.
Soul Drinker (Faction) There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.

Languages Common, Shoanti
SQ

Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Freebooter's Bane At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.
Combat Style (Natural)
Shifter's Blessing (1/day, 4 rounds, Form of the Bear) At 3rd level, the shapeshifter can take on the aspects of a wild creature once per day as a swift action. He can remain in this form for a number of rounds equal to his ranger level + his Wisdom modifier. While in one of his shifter’s blessing forms, the ranger gains the shapeshifter subtype. Form of the Bear: The ranger’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the ranger gains a +4 enhancement bonus to Strength, but his base speed becomes 20 feet.
Freebooter’s Bond (Ex) At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability. This ability replaces hunter’s bond.
Hunter’s Tricks At 5th level, a skirmisher ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. (3/day, Vengeance strike)
Vengeance Strike (Ex) The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

On person +1 adamantine greatsword (10 lb), Mwk cold iron longsword (4 lb), cold iron agger (1 lb), silver morningstar (6 lb), Javelins (4, 8 lb), Mithral Chain Shirt (10 lb), Heavy Wooden Shield (10 lb), Backpack (2 lb), Spring-loaded wrist sheath, Cloak of Resistance +1, Potion of Touch of the Sea, cracked deep red ioun stone, cracked incandescent blue ioun stone, cracked pale blue ioun stone, cracked dusty rose prism ioun stone
In backpack Bedroll (5 lb), Silk Rope (50ft, 5 lb), Waterskin (4 lb), Shovel (8 lb), Sacks (2, 1 lb)
Immaterial ?? gp
Stashed Javelins (10, 20 lb), Studded leather armor (20 lb)
Encumbrance 51 lb. without backpack, 76 lb. with backpack (100 lb. light/200 lb. medium/300 lb. heavy)


Notes

Targath on sielultaan ja ruumiiltaan ehta Shoanti. Aurinkoklaanin jäsenenä hänen luonteensa on julma. Hän on erittäin voimakas, mutta erittäin epätasapainoinen mieleltään. Arvaamaton ja äkkipikainen, hän ei kerännyt arvostusta heimossaan ja häntä välteltiin.

Monet heimon shamaanit uskoivat karhun hengen elävän Targathin sisällä. Syystä tai toisesta hän ei ole tätä itselleen omaksunut, ja jatkuvasti taistelee omaa itseään vastaan, joka johtaa hänen holtittomaan käytökseen. Ilmiselvin syy tälle on hänen käsivarressaan oleva tatuointi. Kukaan ei myönnä hänelle sellaista tehneen, ja Targath kommentoi kyselyihin lähinnä ärinällä. Hänen erakkomaisuutensa ja jatkuva ärtyneisyys ennen pitkää johtivat hänen kadotukseen. Hänen heimonsa hylkäsi hänet sanoen sen niin suoraan ja selvästi kuin suinkin mahdollista, varautuen jopa surmaamaan. Targath kuitenkin taipui vain sylkäisemään heimonsa johtajien kasvoille ja kävelemään kauas pois.

Targath päätyi ennen pitkää Korvosaan, missä oikopäätä pääsi ihastelemaan putkan seiniä. Hänen raivoisaa potentiaalia kuitenkin osattiin ennen pitkää käyttää hyödyksi lähinnä likaisissa hommissa, ja hänestä kehkeytyi pian oiva välikappale oikeastaan minkä tahansa tuhoa vaativan asian hoidossa.

Mutkikkaiden juonien kautta hän päätyi Zarta Dralneenin kätyriksi. Painokelvottomien asioiden johdosta hän värväytyi, tai hänet värvättiin, tiennäyttäjäksi. Intressit palvella Cheliaxia Pimeitä Arkistoja ovat lähes nolla, mutta Zartaa varten hän on valmis tekemään mitä tahansa.

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