About Gerran AshkenaziCrunch:
COMBAT HP: 22 Init: +3 AC: 19 (Touch: 13, Flat-footed: 16) (+3 Dex, +6 Armor) Fort: +4, Ref: +6, Will: +1 BAB: +2 CMB: +4 CMD: 17 ATTACKS
Ranged - (Deadly Aim: -1 to hit/+2 damage, Rapid Shot: -2 to hit for an extra attack)
Racial and Class Features:
RACIAL FEATURES Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted. Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). Low-Light Vision: In dim light, catfolk can see twice as far as humans. Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks. CLASS FEATURES
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.
Feats, Traits, and Skills:
FEATS Deadly Aim: Trade ranged attack bonus for damage Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. TRAITS
SKILLS
Gear and Encumbrance:
ENCUMBRANCE Current Encumbrance: 54.2 lbs. (Light) Light Encumbrance: up to 66 lbs. Medium Encumbrance: 67-133 lbs. Heavy Encumbrance: 134-200 lbs. GEAR
Backpack (2 lbs.) (Total: 2 lbs.) Belt Pouch (.5 lb.) (Total: 2.2 lbs.)
Ammunition (Total: 3 lbs.)
Dog, Guard Horse, Light (Combat-trained)
Saddlebags (8 lbs.) (Total: 86.5 lbs.)
Ammunition (6 lbs.)
Appearance:
DESCRIPTION Gerran has grey and brown striped fur, slightly pointed tufted ears, yellow eyes, and the unusual gait characteristic of his race. He stands out, however, in that he is more physically imposing and aware of his surroundings than many of his brethren, and almost unnaturally graceful. You can tell he feels at ease with the various trappings of his trade - he wears his armor, blade, and bow as if they have always been there. PHYSICAL CHARACTERISTICS
Background:
Gerran was born to a small Catfolk tribe deep in the Finadar Forest of Iobaria. As the first-born son of one of the foremost sub-chiefs, he was groomed from an early age to be a protector of the tribe, and many of his childhood games revolved around armored swordplay and archery. He found that, while he was not as fast as some of his peers, he could climb much more surely and fleetly than any of them. Often, if he were chased, he would bound up a tree, then rain seeds and berries down on his pursuers. As he grew, he was taught about the world around him. He learned about different terrains, what plant and animal life might be found in each, and how to hunt and track prey. He didn't absorb this knowledge as easily as some of others, but it was fascinating to him, and so he tried all the harder. Then, the unthinkable happened - a plague swept through his tribe. His mother was one of the first to go, and his father was elected chieftain to deal with this terrible threat. It was decided that the tribe would make the journey across the Icerime Peaks to the kingdom of Brevoy, perhaps to find a new home in the Gronzi Forest. So, the Catfolk tribe packed up their belongings and began the trek. Each day, they lost more people to the disease that was ravaging their numbers. By the time they reached the eastern edge of the pass through the mountains, they had lost half their number. The harsh winter snows in the pass claimed a third of what remained. Finally, the disease seemed to run its course, but the tribe was a mere quarter of its former size. Gerran's father was not one of the survivors. The tribal elders elected a new chieftain, who decreed that the tribe would not go to the Gronzi Forest as originally planned - the banditry and lawlessness was sure to prove detrimental to the tribe. The elders agreed that the tribe would adapt to city life and settle in the city of New Stetven. Gerran, however, felt that this would go against everything his parents had believed in; with a heavy heart, he left the tribe and continued south. He found a small plot of land that he could call his own on the southern borders of the kingdom of Brevoy. It wasn't much to look at, but he was able to live as he had learned to live - hunting and gathering, respecting nature, and learning about the lands around him. Some time passed, and he became aware of a call for assistance in taming the lands to the south. He had lived on that border, and had learned some of its secrets, but this would be an opportunity to test himself in new ways. This was a task he felt would bring honor to the memory of his father and himself - how could he refuse?
Experience and Future Development:
EXPERIENCE 245/2000 XP FUTURE DEVELOPMENT
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