Nar'shinddah Sugimar

Gerran Ashkenazi's page

139 posts. Alias of Pedwiddle.


Full Name

Gerran Ashkenazi

Race

Catfolk

Classes/Levels

Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Gender

Male

Size

M

Age

18

Alignment

NG

Deity

Erastil

Languages

Common, Catfolk, Sylvan

Strength 15
Dexterity 17
Constitution 13
Intelligence 10
Wisdom 12
Charisma 10

About Gerran Ashkenazi

Crunch:

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
Melee
Greatsword (+4 to hit, 2d6+3 damage (S), 19-20/x2 crit)

Ranged - (Deadly Aim: -1 to hit/+2 damage, Rapid Shot: -2 to hit for an extra attack)
Longbow, Composite (+2 Str) (+5 to hit, 1d8+2 damage (P), 110' range, x3 crit)

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
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy - Humanoid (Human) +2 (Ex): A ranger gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): 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. 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.

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
Kingmaker Campaign Trait (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.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

SKILLS
Acrobatics: 3 (0 + 3 (Dex)) (ACP)
Appraise: 1 (0 + 1 (Int))
Bluff: 0 (0 + 0 (Cha))
Climb*: 10 (0 + 2 (Dex) + 8 (Race)) (ACP)
Craft (Bows)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Diplomacy: 0 (0 + 0 (Cha))
Disguise: 0 (0 + 0 (Cha))
Escape Artist: 3 (0 + 3 (Dex)) (ACP)
Fly: 3 (0 + 3 (Dex)) (ACP)
Handle Animal*: 5 (1 + 3 (Class Skill) + 0 (Cha) + 1 (Trait))
Heal*: 6 (2 + 3 (Class Skill) + 1 (Wis))
Intimidate*: 0 (0 + 0 (Cha))
Knowledge (Nature)*: 6 (2 + 3 (Class Skill) + 1 (Int))
Perception*: 8 (2 + 3 (Class Skill) + 1 (Wis) + 2 (Race))
Perform: 0 (0 + 0 (Cha))
Ride*: 7 (1 + 3 (Class Skill) + 3 (Dex)) (ACP)
Sense Motive: 1 (0 + 1 (Wis))
Spellcraft*: 1 (0 + 1 (Int))
Stealth*: 11 (2 + 3 (Class Skill) + 3 (Dex) + 2 (Race) + 1 (Softpaw Boots)) (ACP)
Survival*: 8 (2 + 3 (Class Skill) + 1 (Wis) + 2 (Race)) (+1 to Track)
Swim*: 2 (0 + 2 (Str)) (ACP)

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
Traveler's Outfit (5 lbs.)
Breastplate (30 lbs.)
Softpaw Boots (1 lb.) - +1 Stealth, +2 DC to be tracked
Greatsword (8 lbs.)
Longbow, Composite (+2 Str) (3 lbs.)

Backpack (2 lbs.) (Total: 2 lbs.)

Belt Pouch (.5 lb.) (Total: 2.2 lbs.)
- Flint and steel
- Money (3gp, 9sp, 5cp) (1.7 lbs)

Ammunition (Total: 3 lbs.)
- Arrows (20) (3 lb.)

Dog, Guard

Horse, Light (Combat-trained)
- Bit and Bridle (1 lb.)
- Military Saddle (30 lbs.)

Saddlebags (8 lbs.) (Total: 86.5 lbs.)
- Artisan's Masterwork Tool (5 lbs.)
- Bedroll (5 lbs.)
- Blanket, Winter (3 lbs.)
- Case, Map or Scroll (.5 lbs.)
- Cold Weather Outfit (7 lbs.)
- Pot, Iron (4 lbs.)
- Shovel (8 lbs.)
- Studded Leather Armor (20 lbs.)
- Tent (20 lbs.)
- Trail Rations (2 days) (2 lbs.)
- Waterskin (1) (4 lbs.)
- Whetstone (1 lb.)

Ammunition (6 lbs.)
- Arrows, Cold Iron (20) (3 lb.)
- Arrows, Alchemical Silver (20) (3 lb.)

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
Height: 5'10"
Weight: 160 lbs.
Fur: Grey and brown stripes
Eyes: Yellow

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
2nd - Bonus Feat: Rapid Shot
3rd - Feat: Power Attack
5th - Feat: Boon Companion
Hunter Trick: Surprise Shift
6th - Bonus Feat: Manyshot
7th - Feat: Cleave
Hunter Trick: Trick Shot
9th - Feat: Dodge
Hunter Trick: Defensive Bow Stance
10th- Bonus Feat: Improved Precise Shot