Alain

Skerdo Cabeza de Vaca's page

100 posts. Organized Play character for The Norv.


Full Name

Skerdo Cabeza de Vaca

Race

Human

Classes/Levels

Ranger 2

Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

Gender

Male

Size

Medium

Age

23

Alignment

NG

Location

Lastwall

Languages

Common, Varisian

Strength 16
Dexterity 15
Constitution 14
Intelligence 8
Wisdom 13
Charisma 12

About Skerdo Cabeza de Vaca

Skerdo Cabeza de Vaca
Human (Varisian) Ranger 2
Favored class: Ranger
NG Medium Humanoid (Human)
Height: 5'9" Weight: 165 lbs.
Init +2; Senses Perception +5
XP: 3 Prestige: 6 Fame: 6
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP 20 (2d10+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 30'
Melee Battleaxe +5 (1d8+3 S/x3); Machete +5 (1d6+3 S/19-20)
Ranged Shortbow +4 (1d6/60'/x3)
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Statistics
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Str 16 Dex 15 Con 14 Int 8 Wis 13 Cha 12
Base Attack +2; CMB +5; CMD 17
Feats Two-Weapon Fighting, Step Up, Double Slice
Traits Linebreaker, A Sure Thing
Trained Skills Ride +7 [2 rank, 2 Dex, 3 CS], Perception +6 [2 rank, 1 Wis, 3 CS], Climb +8 [2 rank, 3 Str, 3 CS], Survival +6 [2 rank, 1 Wis, 3 CS; +1 more to follow tracks or to survive in the wild using the machete], Swim +7 [1 rank, 3 Str, 3 CS], Knowledge (Nature) +3 [1 rank, -1 Int, 3 CS], Handle Animal +6 [2 rank, 1 Cha, 3 CS], Knowledge (Nobility) +0 [1 rank, -1 Int], Profession (Soldier) +5 [1 rank, 1 Wis, 3 CS]
Languages Common, Varisian (Romanian)
Gear Machete, battleaxe, shortbow, studded leather armor, 20 durable arrows, dagger, ranger's kit, mapmaker's kit, compass, 50' silk rope, sunrod, snapleaf. This scenario: 2 flasks of acid, 2 smokesticks, 1 tanglefoot bag, and 1 thunderstone.
Cash 2,011 gp
Encumbrance: 70.5 lbs.
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Special Abilities
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RACE
Bonus Skill Points
Bonus Feat

TRAIT
Linebreaker: Skerdo's earlier training was in the garrisons of Lastwall, in a mobile unit tasked with keeping the orcs and giants of Belkzen at bay. When he charges, he adds 10' to his base speed.
A Sure Thing: Skerdo's determination to bring about a better world for himself, for Ulthun, and for Golarion grants him more than the usual passion to strike out against evildoers. Once/day, he can gain a +2 bonus to an attack roll against an evil-aligned creature. If the creature turns out not to be evil, this effect is wasted with no benefit.

CLASS
Favored Enemy: Orcs: Skerdo's training against orcs grants him a +2 bonus on weapon attack rolls, damage rolls, Bluff, Perception, Sense Motive, Survival, and Knowledge checks against creatures of the humanoid (orc) subtype.
Track: (+1) Skerdo adds half his level (min. 1) to Survival checks made to follow tracks.
Wild Empathy: (+2) Skerdo can attempt to influence the attitude of animals the same way someone else would use Diplomacy to influence a person. He rolls 1d20 and adds his ranger level + CHA modifier to the result when making such a check.
Combat Style: Two-Weapon Combat

FEAT
Two-weapon Fighting: Skerdo can make two attacks as a full-round action; as long as the weapon in his off-hand is light, he makes these attacks at -2 penalties.
Step Up: Skerdo knows how to press his advantage. Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Double Slice (Combat Style Bonus): Add your (full) Strength bonus to damage rolls made with your off-hand weapon.

Boons and Vanities:

New Recruit (J. Dacilane): Skerdo sponsored J. Dacilane to join the Pathfinder Society, and she is eager to accompany him on a future mission. He can direct J. to cast a spell from the spiritualist list as a standard action. The spell level can be up to 1/3 his level (minimum 0). J.'s caster level is equal to his level -3, and her Wisdom score is 17. J. is a noncombatant, and is considered to be in Skerdo's squares for the origin of the spell. When you use this boon, cross it off your chronicle sheet.
Trusted in Tamran: Thanks to Skerdo's work exonerating the Pathfinder Society in Tamran, a member of the Nirmathi militia offers him a selection of ammunition. He can spend 1,600 gp to gain 10 pieces of ammunition in any combination from the following list, or 800 gp to gain 5 pieces of ammunition. List: +1 human bane ammunition, +1 seeking ammunition, +1 flaming ammunition, +1 holy ammunition (limit 1). When you use this boon, cross it off your chronicle sheet.
Confirmed Field Agent: Having completed his Confirmation, Skerdo is offered the chance to purchase a wayfinder with his name engraved on it for 1 PP.
Explore, Report, Cooperate: Skerdo's embodiment of the Society ethos while in the field for his Confirmation has earned the approval of the Society's Masters. As a free or immediate action, he can consider whether a particular action would help the goals of the Pathfinder Society. The GM will then inform him whether the impact on the mission's secondary success objectives would be positive, negative, or negligible. If none of these apply, the GM can respond with a phrase of 5 words or less. When you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: This helpful halfling gives Skerdo a +1 bonus on Knowledge checks attempted while in the Grand Lodge.

Build Plan:

Future feats to take: Lastwall Phalanx, Dodge-->other movement-oriented feats, definitely Double Slice.