Friendly Fighter

Flynt's page

1,729 posts. Alias of Daxter.


Full Name

Flynt

Gender

Male Trapper/Guide 7 HP: 69/69; AC: 18, T: 13, FF: 15; Fort: +8, Ref: +9, Will: +5; Init: +5, Perception +17

Size

Medium

Age

20

Deity

Skaar:Orc god of Sex/Violence

Languages

Common

Strength 13
Dexterity 17
Constitution 14
Intelligence 14
Wisdom 10
Charisma 12

About Flynt

Character Sheet:

Grown up Flynt
Human Ranger(Trapper, Guide) 7
Init +5; Senses Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (5 armor +3 Dex)
HP 69 (7d10 + 21)
Fort +8, Ref +9, Will +5
OFFENSE
Speed 30 ft., 30 ft. in armor
Melee Longsword +8 (1d8+1/29-20/x2)
Ranged +1 Composite Longbow +11/+6 (1d8+2/20/x3)

STATISTICS
Str 13, Dex 17, Con 14, Int 14, Wis 10, Cha 12
Base Atk +7; CMB +8; CMD 21
Traits: Reactionary, Fast Talker
Feats: Point Blank Shot, Skill Focus(Perception), Precise Shot, (b)Rapid Shot, Deadly Aim, Improved Precise Shot, Iron Will (b)Endurance, (b) Nemesis
Skills: Bluff +12, Craft(Traps) +7, Climb +5, Disable Device +18, Handle Animal +10, Intimidate +11, Knowledge(Dungeoneering) +12, Knowledge(Nature) +12, Perception +17, Profession(Baker) +8, Stealth +13, Survival +10, Swim +5
Languages: Common, Elven, Draconic
Combat Gear:+1 Mithral Shirt, Cloak of Resistance +1, Masterwork Thieve's Tools, Heavy Steel Shield, Traveler's Any-Tool, Grappling Hook, Glowing Ink(x4), Adamantine Arrows(5), Barbed Arrows(20), Cold Iron Arrows(10), Pheromone Arrows(5), Slow Burn Arrows(5), Blunt Arrows(15), Silver Arrows(10), Smoke Arrows(5), Trip Arrows(5), Efficient Quiver, 690 gold.
Special Abilities:
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Trapfinding +3: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Ranger's Focus 3/day: At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +4 bonus on attack and damage rolls against the target of his focus.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Combat Style: Archery
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 perso. 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.
Favored Terrain(Urban)+2: At 3rd level, the ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Terrain Bond: At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
Traps: 2/day
Snare Trap: The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the ranger’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.
Liming Trap: is trap sprays glowing dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a -20 penalty on Stealth checks. The dust's effects last for 1 round per ranger level or until the creature washes it off (a move action requiring water or some other cleanser). If this is an extraordinary trap, the ranger must use alchemical components when setting the trap, such as glowing ink or marker dye.
Fire Trap: The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist’s fire when setting the trap.
Woodland Stride: Starting at 7th level, Flynt may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Eifficient Quiver:

Pocket 1
Silver Arrows x10
Adamantine Arrows x5
Cold Iron Arrows x10
Blunt Arrows x5
Smoke Arrows x5
Trip Arrows x5
Pheromone Arrows x5
Arrows x15
Pocket 2
Longsword
Grappling Hook
Rope x2
Pocket 3
+1 Composite Longbow(Str+1)

Efficient Quiver #2:

Empty

Regular Quiver:

Arrows x20

Origin:

Flynt was born in Swampwood to bakers growing up alongside his little brother Nathaniel. Only being born two years apart, the two were inseparable. Though not the most well behaved pair, few could be mad at them. This could be attributed to either Nathan's adorable-ness or Flynts silver tongue when it came to getting them out of a jam. Both Flynt and Nathan had the same dream: To join the circus. It may not sound like the typical dream, but it fueled them when they practiced cartwheels and somersaults. Besides general rough housing, Flynt likes to whittle and skip rocks. Usually making figures to play with, he's been known to make a tool or two for the adults. When he's not doing those things, he's been known to feed the local hawks while his brother oddly enough finds spiders to add to his collection.

I'm a Dashing Man:

In the last decade, Flynt has grown up into a handsome young man. With a more chiseled jawline, full smile and a more defined physique, puberty was kind to young Flynt.

Time Skip!:

After the events involving the piper, life never really was the same. Yes, the kids and parents all tried to move on but they never forgot that fateful night. Nathaniel got better and the boys got up to their old shenanigans. But now they had a whole group of friends to perpetrate them with. The sneaky silver haired Jin, the furry and hilarious Tikkle, and the fierce beautiful females, Gashka, Terra, and Anyka.
But the day came when Flynt grew tired of the routine sometime after he turned 18. He loved his friends, but he pined for more. So he packed up his things, said his goodbyes, and took off. Along the way he fulfilled his childhood dream of joining the circus. And it was everything he dreamed it would be. Unfortunately it was more than he dreamt of. First it started with small things: a clown would pickpocket someone usually. But then wherever circus went, the town got robbed. Flynt hesitantly took part, playing the lookout. But slowly there were signs of more than just simple criminals. Some of the townsfolk that he met and befriended during their stays disappeared. It was soon after that Flynt discovered that the Ringmaster was really the leader of a cult of Darjuu. Flynt knew he could no longer be a part of this. Already feeling guilty over harming innocent people, he left. One night, he snuck out and left his home for the last two years.