About Farin DeephammerBasics:
HP: 13/13
AC: 18 (Scale Mail +5, Dex +3,) Initiative: +3 Saving Throws Fort: +5 (+2 Base +2 Con, +1 Trait) Ref: +5 Will: +2 (, +2 racial bonus on saving throws against poison, spells, and spell-like abilities.) BAB: +1 CMB:+2 CMD:15 Movement: 20
Str: 13:+1
Favored Class: Ranger
Weapons:
+1 on attack rolls to confirm critical hits. Heavy Crossbow: Atk: +4 Dmg: 1d10 Crit: 19-20 x2 Range:120 Wgt: 8lbs. Type: P Hand Axe: Atk: +2 Dmg: 1d6+1 Crit: x3 Range: - Wgt: 3lbs Typs: S Dagger: Atk: +2(M)+4(R) Dmg: 1d4+1 Trained Skills:
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 6 + Int modifier. Heal: +6
Feats:
[b]Rapid Reload (Heavy Crossbow)
Reduces the reload time of a heavy crossbow to a move action. Class Features:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Racial Abilities:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 ft Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Traits:
Pioneer: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. *Survival Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits. Life of Toil: You gain a +1 trait bonus of fortitude saves.
Equipment:
Heavy Crossbow 8lbs. Bolts x20 2lbs. Hand Axe 3lbs. Dagger 1lb. Scale Mail: AC:+5 Max Dex:+3 Check Pen:-4 Wgt:30lbs. Backpack 2lbs. Bedroll 5lbs. Candle x5 n/a Flint and Steel n/a Clay Mug 1lb. Belt Pouch .5lbs. Trail Rations x5 days 5lbs. Waterskin 4lbs. Whetstone 1lb. Winter Blanket 3lbs. Healers Kit 1lb. Sewing Needle n/a Fishhook n/a Explorers Outfit 8lbs. Cold Weather Outfit 7lbs. Horse
Total Weight: 57.5 lbs.
Coins/Gems/Loot:
3GP
8SP 1CP Description:
Farin stands at 4'10", with a large square build his dexterity is often a surprise to those who do not watch closely. Farin's honey colored hair and beard resemble a lions mane, usually unkempt and wild. Clothing is of simple cut. Buckskin pants, accompanied by a green wool shirt under his scale mail armor. Over the top he wears a heavy brown woolen poncho with green and black patches sewn on it at random. On his head he wears a thick leather hat that resembles a hood. Background:
Farin has spent most of his life on the fringe of the stolen lands. Occasionally guiding travelers into Rostland or Brevoy. Having originally arrived in Brunderton with many other dwarves, Farin took quickly to the expeditions to survey possible mining locations. To the surprise of many his woodcraft surpassed his mining skills quickly. While odd to most they greatly valued his contributions. As the years passed his time in Brunderton became less and less. Instead he found himself farther into the wilderness and living off the land. Trapping, foraging and hunting allowed him to trade for necessities, and spend months sometimes even years without seeing civilization. Farin cared little as the call of nature sang sweetly in his ear. Farin maintains several small campsites throughout the region. Some in caves, some under large wayward pines, others less protected but offering breath-taking vistas. Exploring natures wonders is enough reason for Farin to go anywhere though the stern dwarf would be loathed to admit it. Farins general good nature makes him willing to help folks out if they're in need. Having no interest in Kings or their laws Farin has volunteered for the expedition into the stolen lands to help rid the region of the bandits preying on decent folks like himself who just want to be left alone. That and the chance to see more of the beauty the world has to offer. |