Mynafee Gorse

Anton Green's page

883 posts. Alias of Fredrik.


Race

Halfling (Molthuni)

Classes/Levels

Barbarian 1 Ranger (Trapper) 3

Gender

Male

Size

3'1" tall & 35 lbs.

Age

30

Deity

Desna

About Anton Green

HP x/34; Status Effects x
Date xth of Neth 4708; Location Eleder
Dailies Extraordinary Perception x/1, Perceive the Enemy x/1, Rage x5, Strength of Personality x/1
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Abbreviation Key
ACP = Armor Check Penalty. Already included in the score.
FEB = Favored Enemy Bonus. Not included in the score.
FTB = Favored Terrain Bonus. Not included in the score.
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Anton Green
Male halfling (Molthuni) barbarian 1 ranger (trapper) 3
NG Small humanoid (halfling)
Init +4 (FTB); Senses Perception +13 (FEB, FTB, +1 bonus vs. traps)
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DEFENSE
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AC 21, touch 15, flat-footed 17 (+5 armor, +1 shield, +4 Dex, +1 size)
hp 34 (d10 + 2d10 + 1d12 + 4 Con + 1 FC)
Fort +7 (+4 bonus vs. temperature or suffocation); Ref +8; Will +3 (+2 racial bonus vs. fear, +2 bonus vs. compulsion)
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OFFENSE
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Speed 30 ft.
Melee FEB; 10 ft. reach with lucerne hammer, 5 ft. reach otherwise
Silver dagger +6 (1d3/19-20/x2) P or S
Halfling sling staff +6 (1d4+1/20/x2) B
Lucerne hammer +6 (1d10+1/20/x2) B or P, brace, reach, +2 bonus to sunder medium or heavy armor
Cold iron spiked gauntlet +6 (1d3+1/20/x2) P, cannot be disarmed
Ranged FEB, Deadly Aim, Precise Shot
Darkwood composite longbow (Str +1) +11 (1d6+1/20/x3) P, 110 ft.
Halfling sling staff +8 (1d4+1/20/x3) B, 80 ft.
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STATISTICS
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Str 12, Dex 18, Con 12, Int 14, Wis 13, Cha 10
Base Atk +4; CMB +4; CMD 18
Halfling Swift as Shadows [APG] replaces Sure-Footed
Ranger (Trapper) Disable Device and Sleight of Hand replace Spellcraft; Trapfinding, Trap, and Launch Trap replace Spells; Combat Style: Archery
Feats Deadly Aim -2/+4, Endurance, Precise Shot, Skill Focus (Perception), Strength of Personality
Traits Armor Expert, Get the Cargo Through
Skills 32 ranks (22 + 8 Int + 2 FC):
Acrobatics +8 (ACP)
Bluff +0 (FEB)
Climb +7 (ACP, Climber's kit)
Craft / bows +4 (Masterwork artisan's tools)
Craft / sculpture +6 (Artisan's tools)
Diplomacy +0
Disable Device +14 (ACP, Masterwork thieves' tools)
Escape Artist +4 (ACP)
Fly +6 (ACP)
Handle Animal +4
Heal +5
Intimidate +4
Knowledge / dungeoneering +6 (FEB, +2 circumstance bonus to underground navigation)
Knowledge / geography +6 (FEB, FTB, +2 competence bonus in Mwangi Expanse)
Knowledge / local +3 (FEB)
Knowledge / nature +6 (FEB)
Knowledge / religion +3 (FEB)
Linguistics +3
Perception +13 (FEB, FTB, +1 bonus vs. traps)
Ride +8 (ACP)
Sense Motive +1 (FEB)
Sleight of Hand +8 (ACP)
Spellcraft +3
Stealth +15 (ACP, FTB, reduce penalty for moving by 5, reduce penalty for sniping by 10)
Survival +8 (FEB, FTB, +1 bonus to track, +4 circumstance bonus vs. lost)
Swim +5 (ACP, +4 bonus vs. exhaustion)
Armor Check Penalty -0
Languages Common (Chelish), Elven, Gnome, Halfling, Polyglot (Ijo)
SQ Fast Movement + 10; Favored Enemy: monstrous humanoid +2 (Ex); Favored Terrain: jungle +2 (Ex); Track +1; Trapfinding +1; Wild Empathy +3 (Ex)
Favored Class Ranger (1-sr; 2-sr; 3-hp)
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GEAR
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Cash 370.00 gp = 36 pp, 9 gp, 9 sp, 10 cp
Worn Azlanti boots of the jungle, Bracers of archery (lesser), Buckler (masterwork), +1 chain shirt, Cold iron spiked gauntlet, Explorer's outfit, Torc & matching bracelet, Wrist sheath (spring-loaded)
Wrist sheath Silver dagger
Carried Darkwood composite longbow (Str +1) with 20 arrows, Handy haversack, Lucerne hammer
Handy haversack Acid flask (1), Aerys's book, Alchemist's fire flask (1), Antitoxin vial (1), Arrows (20), Artisan's tools for sculpture, Artisan's tools (masterwork) for bows, Bedroll, Belt pouch (cash), Blanket, Blunt arrows (20), Candles (2), Chalk (2), Climber's kit, Cold iron arrows (20), Compass, Courtier's outfit, Detailed map of the Mwangi Expanse in a map case, Earplugs, Flint and steel, Halfling sling staff, Holy water flasks (4), Ioun torch, Map maker's kit, Nora's holy symbol of Desna (iron), Potion of cure light wounds, Potion of water breathing, Powder (2), Rope of climbing, Rough sketch of Smuggler's Shiv in a scroll tube, Sack (empty), Sack (fishing & sewing kit), Sack (party fund), Signal whistle, Silver weapon blanch (2), Smoked goggles, Soap (2), Swarmsuit, Tanglefoot bag, Thieves' tools (masterwork), Trail rations (6 days), Waterskins (2)
Sack (fishing & sewing kit) Fishhooks (2), Sewing needle, String or twine (50 ft.)
Sack (party fund) 1693 gp
Load 31 lbs. (32.25/64.5/97.5)
Bedroom Darkwood coffer
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Extraordinary Perception 1/day, free or immediate action for a +5 circumstance bonus to Perception.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. monstrous humanoids.
Favored Terrain (Jungle +2) (Ex) +2 to rolls vs. jungle.
Fearless +2 racial bonus on Fear saves.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it.
Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost.
Perceive the Enemy 1/day, move action to use Perception vs. CMD for -2 to their AC vs. your attacks
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Strength of Personality +2 bonus on Compulsion saves; as a free action 1/day, Inspire Courage on one person for 5 rounds.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Azlanti boots of the jungle:
Aura faint abjuration and transmutation; CL 5th
Slot feet; Price 2,500 gp; Weight 1 lb.
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DESCRIPTION
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This footgear bestows many powers upon the wearer. First, he is able to travel across jungle terrain at his normal speed. Second, the boots can be activated once per day as a standard action to enhance the wearer's base movement by 10 feet. Finally, Azlanti Boots of the Jungle cool the wearer, as if he were affected by an endure elements spell for hot climates.
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CONSTRUCTION
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Requirements Craft Wondrous Item, endure elements, longstrider, feather step; Cost 1,250 gp.

Background:
Anton Green knew from the moment that he was old enough to know something that he was meant for something better than tending the tender greens behind the big house. This led to a conviction that he was meant for better than to be a slave like his parents, so he snuck out and joined the army as a green recruit one day when he had the chance. It turned out that the Molthune army had a lot of uses for sneaky halflings in the green woods on the border with Nirmathas, and so his freedom five years hence was well-earned.

Loving his freedom, Anton used it well, traveling the world over. He found kindred spirits for awhile in the native Ijo fishers of Sargava's Desperation Bay, enjoying the idleness in the sun and the work in the weather alike. However, they fought a losing battle underwater against sahuagin that settled in the ruins of the sunken Chelish fleet. Vowing to find a way to help his favorite people defeat their monstrous foes, he began running the circuit between Sargava and Avistan, protecting cargo in exchange for money and a chance to meet new people of all different kinds.

Not finding any word of a sure weapon against his hated enemy, Anton turned his ear to uncertain rumors telling tales of old Azlanti treasures lost in the jungles. From there, it was just a matter of finding someone else seeking something similar, since the one thing that he knew for sure was that people who entered the Mwangi Expanse alone rarely returned intact... if at all.

Interview:
A halfling, tanned and dressed like a sailor in cut-offs, suddenly climbs up out of the crush of the crowd and stands on the chair opposite her.

"My lady, I have heard of your requests, and I am certain that we can help each other. You want to explore Azlanti ruins, and so do I. You need someone who can scout the wilderness and ruins alike, and that's me." He leans forward.

"Look at me. You see a slave collar? Of course not, because I earned my freedom fighting in the forests between Molthune and Nirmathas. I know how to get along in a wilderness with no supplies behind me and enemies in front, and how to avoid their devious traps." He smiles fiercely.

"I know how to get along in lots of places from my travels, and how to survive. I have a fondness for Sargava and the Mwangi, because of my time with the Ijo. I also know how to deal with the underground because of some early fortune-hunting gigs, but this isn't about that." He waves his hand.

"I believe in your mission of re-discovering lost Azlanti lore. I'm good at escorting goods to safety, and I've been paid well for that. I think it's time for me to tackle something more meaningful; and scouting ahead for you, whether for wildlife in the jungle or traps underground, is something that I'd be real good at." He straightens proudly on the chair to his full 3'1" of height.

"I thank you for your consideration. If you want to reach me, just ask for Anton at the Treasure Chest -- though you might have more luck asking for the Bosom Booty, as the locals apparently have a sense of humor." He rolls his eyes.

Feats of Interest:
Additional Traits (APG) *
Advanced Ranger Trap (UM)
Agile Maneuvers (CRB)
Alertness (CRB)
Bodyguard (APG)
Clustered Shots (UC)
Combat Expertise (CRB)
Combat Reflexes (CRB)
Cosmopolitan (APG): Aquan, Azlanti, Bluff, Sense Motive
Deft Hands (CRB)
Devastating Strike (UC)
Diehard (CRB)
Dodge (CRB)
Eagle Eyes (APG)
Extra Rage (CRB)
Extra Rage Power (APG)
Extra Ranger Trap (UM)
Fast Empathy (UM)
Furious Finish (UC)
Go Unnoticed (APG)
Greater Wild Empathy (UM)
Impact Critical Shot (UC)
Improved Precise Shot (CRB)
Improved Unarmed Strike (CRB)
Iron Will (CRB)
Lucky Halfling (APG)
Nimble Moves (CRB)
Pinpoint Targeting (CRB)
Point Blank Master (APG)
Quick Draw (CRB)
Rapid Shot (CRB)
Shield Focus (CRB)
Shot on the Run (CRB)
Skill Focus (Stealth) (CRB)
Snap Shot (UC)
Stealthy (CRB)
Toughness (CRB)
Trapper's Setup (UC)
Vital Strike (CRB)
Weapon Focus (CRB)
Well-Prepared (APG)

* Traits of Interest:
Faith (Desna): Ease of Faith (APG), Indomitable Faith (APG)
Magic: Dangerously Curious (APG)
Social: Suspicious (APG)
Race (halfling): Freedom Fighter (APG), Helpful (HoG), Lettered(HoG), Well-Informed (APG)
Regional (Molthune): Legalistic Liberation (HoG)
Religion (Desna): Faithful Artist: percussion (FoP), Starchild (APG), Stoic Optimism (FoP)
Taken - Combat: Armor Expert (APG)
Taken - Campaign: Get the Cargo Through (SSPG)