About Jazz Rozer
Height: 3' 2'' Weight: 34 lbs. Hair: Dirty Blonde Eyes: Blue
Jazz was born among a large family of Rozers in their permanently settled wagon train outside of Riddleport. Before long, however, his mother grew restless and took him on the road with her as a young child. Together the two of them traveled much of Varisia, and when his mother finally returned to the Rozer wagon train, Jazz decided to set out on his own.
Jazz's first trip to Kaer Maga was an eye-opening experience that unveiled much about the world. He was overwhelmed with the audacity and pure baseness of the city, but also with the multiple opportunities for great success in the anarchical and often immoral society.
Jazz is an opportunistic Halfling, and he began to sell his skills as a confident, effective urban tracker. He's been following bounties and selling his services to the highest bidder for almost three years now, but when he heard from his mother that his cousin Bonzo might be in town, he dropped his duties and picked up the trail of his spontaneous cousin and his friends: the Wee Bluets. According to his mother, Jazz has heard, Bonzo needs to return to the wagon train in Riddleport and help the family deal with some very severe debt issues. She's asked Jazz to track down Bonzo and deliver the message that the family needs him, and his reputation in Riddleport has been restored by the family and he need not fear returning anymore.
Favored Class: Ranger
Initiative: +5 (+7 in Kaer Maga)
AC: 20; Touch: 16; FF: 15
Speed: 20' (4 Squares)
Weapon: Masterwork Composite Longbow (+2 Str)
Attack: +14/+9; Damage: 1d6+2; Critical: x3; Range: 80 ft; Type: P
Weapon: Masterwork Morningstar
Full Attack Sequence w/out Deadly Aim
1st Attack [dice]1d20+12[/dice]
1st Attack Damage [dice]1d6+2[/dice]
Rapid Shot Attack [dice]1d20+12[/dice]
Rapid Shot Attack Damage [dice]1d6+2[/dice]
2nd Attack [dice]1d20+9[/dice]
2nd Attack Damage [dice]1d6+2[/dice]
Full Attack Sequence w/ Deadly Aim
+15 Acrobatics (5 ranks, 3 class skill, 5 ability score, 2 racial bonus)
-1 Bluff (-1 ability score)
+8 Climb (1 ranks, 3 class skill, 2 ability score, 2 racial bonus)
-1 Diplomacy (-1 ability score)
+13 Disable Device, +15 Trapfinding (5 ranks, 3 class skill, 5 ability score, 2 class bonus)
-1 Disguise (-1 ability score)
+5 Escape Artist (+5 ability score)
+5 Fly (+5 ability score)
-1 Handle Animal (-1 ability score)
+2 Heal (+2 ability score)
-1 Intimidate (-1 ability score)
+10 Knowledge (local), +12 in Kaer Maga (6 ranks, 3 class skill, 1 trait bonus)
+12 Perception, +14 in Kaer Maga, +14 Trapfinding, +16 Trapfinding in Kaer Maga (6 ranks, 3 class skill, 1 ability score, 2 racial bonus, 2 class bonus)
+2 Profession* (+2 ability score)
+5 Ride (+5 ability score)
+2 Sense Motive (+2 ability score)
+5 Sleight of Hand* (+5 ability score)
+18 Stealth, +20 in Kaer Maga (6 ranks, 3 class skill, 5 ability score, 4 size bonus)
+10 Survival, +12 in Kaer Maga, +12 Tracking, +14 Tracking in Kaer Maga (6 ranks, 3 class skill, 1 ability score, 2 class bonus)
+6 Swim (1 rank, 3 class skill, 2 ability score)
-1 Use Magic Device* (-1 ability score)
* Trained only
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Favored Enemy: 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. (+4 vs Humans, +2 vs Undead)
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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.
Combat Style Feats: At 2nd level, a ranger must select one of two (seven, if styles from Advanced Player's Guide are allowed) combat styles to pursue: archery or two-weapon combat (Note: Advanced Player's Guide adds 5 new combat style options: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield). The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Trapfinding: At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.
Favored Community: Kaer Maga At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.
Hunter's Bond: The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
Hunter's Tricks: At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.
Skill Sage (Hunter's Trick): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Point Blank Shot: You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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.
Precise Shot: You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Deadly Aim: You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed. You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Well Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. You gain a +1 trait bonus to Diplomacy checks and Knowledge (local) checks (when attempting to gather Information). One of these skills (your choice) is always a class skill for you.
Strong Willed (Cayden Cailean): Your fervent desire to choose your own path gives you strong willpower. You receive a +2 trait bonus on saving throws against charm and compulsion effects.
Gear & Money:
Arms, Armor, and Clothing
Traveler's Outfit, 5 gp, 1 lb.
Mithral Shirt, 1100 gp, 5 lbs.
Armored Kilt, 20 gp, 5 lbs.
Slippers of Spider Climbing, 4800 gp, .5 lbs.
Lesser Bracers of Archery, 5000 gp, 1 lb.
+1 Composite Longbow (+2 Str), 2575 gp, 1.5 lbs.
Efficient Quiver, 1800 gp, 1 lb.
60 arrows, 3 gp, -- lbs.
20 Alchemical Silver arrows, 3 gp, -- lbs.
20 Cold Iron arrows, 2 gp, -- lbs.
Masterwork Morningstar 308 gp, 3 lbs.
Light Darkwood Shield, 25 gp, 2.5 lbs.
Sap, 1 gp, 1 lb.
Alchemist Fire x3, 60 gp, 3 lbs.
Backpack, 2 gp, ½ lb.
Belt Pouch, 1 gp, ¼ lb.
Light Load: 58 lbs. Medium Load: 116 lbs. Heavy Load: 175 lbs.
King, Dog, Animal Companion:
Size: Small; Speed: 40 ft.; AC: +2 natural armor
Attack: Bite +3 (1d4)
Ability Scores: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: low-light vision, scent, link
Skills: +10 Perception (3 ranks, 3 class skill, 1 ability score, 3 skill focus)
Link: A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.