About Jean Whitemane
Eye color: Deep Blue
Hair color: Snow white
Jean is not a large man and although he is not as young as he used to be, his presence is still known. He stands about an average height of 5'11, his hair is white as his namesake states. He bears the face of one who has seen and experienced much over the years, his deep blue eyes are piercing and full of haunted experiences. He carries himself as one would expect of a hunter; calm, calculating, and ever watchful of his surroundings.
He is a stern man and his serious demeanor follows over to his line of work. He dresses in plain but sturdy clothing fit for long term travel and almost never travels unarmed.
When prepared for battle he looks like a knight of old tales ready to battle the darkness. A dark cloak hangs over his armor, which is a breastplate emblazoned by his houses sigil. A roaring lion with a white mane. Both of his gauntlets are made of silver with spikes and have locking attachments. His Finely crafted, alchemically silvered Longsword, simple but well used war-hammer and well worn buckler hang at his side for close combat. A bandolier hangs across his chest often filled with holy water or alchemists fire for ease of access. His most prized possession however, is Vanquish. A well crafted Long-bow made from a rare wood known as Dark-Wood. It was tailored to Jeans specifics to utilize his strength and given to him on his 18th name day.
Born the 3rd son of the Whitemane Family of the last generation, Jean's duty to not only to his family but to the country as a whole was well ingrained into him. He was given no special title and was not given any family heirlooms to keep either. Instead, as was custom of the 3rd son, he was sent to study the knowledge's and contemplate the spiritual aspects of life at a temple of Pharasma.
Many years of his youth were spent studying various religious scripts and speaking with scholars to better learn how to hunt down and destroy the monsters that plagued the land. Though mostly, it was the Undead that fascinated him. He was not a true scholar however. Though he had learned both wisdom and presence within the temple, his mind was slower than most and often wandered to the lands he ought to be traveling using his knowledge to defeat the foul creatures. Eventually Jean decided he could no longer learn more from books and teachings. He compiled his knowledge into several thick tomes before sending them to his home with a letter of explanation to his family. He knew he was a man of actions more than words, he had to exercise his knowledge.
He spent the next set of years in his life training himself in the art of battle as he traveled the lands. His family name and influence still held some sway in the more civilized lands so he was received well in most communities. His time in the temple during his crucial years of growth had limited his ability to become strong but he had always been naturally dexterous and graceful, so he took to ranged combat more readily and found he favored the Longbow. He tested himself time and again against various monstrosities, each time he used his knowledge to gain an edge and win out. Silver and fire became his weapons of choice.
As they say, every action has a consequence and Jean was eventually noticed by an informant of the Whitemane house, and soon found himself summoned home by his father. He had not been pleased to hear that his son had so brazenly left the temple of Pharasma in the middle of his studies and he scolded Jean for his actions. Jean made a case for himself by stating that the sum of his learning's would only be useful by another in the future if they were practiced. He then took to the training yard and showed his father the fruits of his labor. Satisfied that his son had at least become a warrior and had not misused his family's name, Jean's father begrudgingly named his son a "protector of the land," and muttered something about "tradition breaking lout" before giving his blessing and sending Jean to travel the land.
Sometime later his wanderings took him to a village which had been increasingly plagued by banditry and undeath. Jean fell into a trap with bandits pretending to be frightened villagers who threw him to a pit with Ghouls and an intelligent Ghast. His battle with the Ghast and both it's Ghoul and surprisingly, Human minions nearly took his life. Thanks largely to his training and knowledge of the Undead he quickly dispatched both the Ghouls before either the Ghast or the bandits could believe what was happening. When they had recovered Jean was already swinging his blade at the Ghast and fortunately the bandits were ineffectually firing arrows at him as he fought for his life. He was wounded rather severely by the Ghast before he managed to take it down and then returned fire at the bandits by hitting two of them with Alchemists flame and driving them off. His actions saved a fair number of lives that night and the townsfolk had finally mustered enough courage to see what the commotion was all about. They drove off the bandits and when they saw Jean barely standing over the slain bodies of the ghouls they tossed him a rope and hauled him out proclaiming him a hero. He was shaken to the core that living beings and Undead monstrosities would actively work together. He refused to be tricked like that ever again and he has learned to be more careful since then.
Not long afterward he was approached by Professor Petros Lorrimor who came to him and was fascinated by his experience. The two of them struck up a correspondence with one another and kept in regular contact over the following years. Jean continued to train and learned all he could from the inquisitive professor. During his travels he began to make regular intervals to meet Professor Lorrimor, usually during the winter or summer season. The correspondence eventually became a friendship and Jean became a familiar sight in Ravengro.
It had been a long year for Jean, for unknown reasons the darkness that had receded somewhat began to stir once again. He had missed his latest, usual meeting at the professors as trouble had always seemed to appear on the horizon before he could make his journey to professor Lorrimor's home. Finally, he received another letter from the professor. He was glad to have news of his friend after months of no contact. The news however, was grim and told of the professors untimely death. Saddened by his colleagues passing, he traveled north towards Ravengro to attend the funeral.
===== Defense =====
AC= 20 (10 base, +6 armor, +1 buckler, +3 dex,)
-Touch= 13 (10 base, +3 dex)
-Flat footed= 17 (10 base +6 armor, +1 buckler,)
CMD= 18(10 base, BaB +4, Str +1, Dex +3)
Speed 30 ft.(Currently 20 ft. in armor)
Mw. silvered Longsword, slashing, 4lbs, 1-handed
+6* attack, 1d8+1*^ dmg. 19-20x2 crit,
Warhammer, Bludgeoning, 5 lbs, 1-handed
+6* attack, 1d8+1* dmg. x2 critical
Hand-axe, Slashing, 3 lbs, light
+5* attack, 1d6+1*dmg. x3 critical
Spiked Locking Gauntlet(Silvered), Piercing
+5* attack, 1d4* dmg. x2 critical, light
Vanquish: +1, Mighty(+1 str.) Darkwood, Composite longbow,
*Denotes a +2 attack and a +4 damage bonus against Undead
Str 13, Dex 16, Con 12, Int 12, Wis 14, Cha 14,
Base Atk +4; CMB +5.
Child of the Temple: You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (K. Religion) is always a class skill for you.
Undead Slayer(N): Instructed at a young age in the tenets of your faith, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
Subject of Study: Professor Lorrimor approached you as
Simple weapons proficiency-(Ranger)
Martial Weapon proficiency-(Ranger)
Light Armor Proficiency-(Ranger)
Medium Armor proficiency-(Ranger)
Iron Will- +2 will saves (Human Bonus)
Point Blank Shot- +1 to attack/Damage if making a ranged attack within 30 feet. (1st level)
Precise Shot- You no longer take a -4 to attack roles while firing into melee. (Combat Style-Archery)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. -Ranger
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. -(3rd Level)
Skill points:32 Class+Int
Handle Animal: 1+2+3=+6
K. Engineering: 1+1=+2
K. Nobility: 1+1=+2
*Survival:2+2+3+2=+9 (+11 when following/identifying tracks)
* Denotes a +2 bonus Undead
Normal speed- 30ft.
Bonus Feat- Humans gain a bonus feat at 1st level
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level(+2) on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. Currently at: -14
1st Favored Enemy- Undead- +2 to Bluff, Knowledge, Perception, Sense Motive and survival checks when dealing with Undead. Also grants a +2 to attack and Damage rolls against Undead.
Track- +2 when following/identifying tracks
Wild Empathy- +5
Combat Style-(Archery)2nd level.
Endurance-Bonus Fear(3rd level Ranger)
Adaptation (Ex): At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, “1st-Undead.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments.
-Darkvision-60 Ft.-40 minutes/day.
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. (+1 attack, +2 damage v. Undead)
Name: Wallace, Light War-Horse, H.D. 2d8+6= 18/18 HP.; Size Large; Speed 60 ft.; AC +2 natural armor; Attack 2 hooves(Secondary attacks) (1d4+1 damage); Ability Scores Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7; AC. 13. Touch.9 Flatfooted.11 Special Qualities low-light vision, scent, Tricks: Attack, come, defend, down, guard, and heel. Feats: Run, Endurance; Fortitude:+5, Reflex+4, Will+1,
Equipment: Saddle bags, Feed, War-hammer, 5 lbs, Rope-Hemp 50ft.-10lbs,
CL.1st 1st Lvl.- 1/day
Longstrider- 1 hour.
Equipped: 42.4 lbs
Mw. Mithral Breastplate, 15lbs.
Locking Gauntlets (Silvered)
Travelers Outfit, 5lbs.
Mw. Longsword (Silvered), 4lbs.
Vanquish: +1, strengh +1, Mighty, Dark-wood, Composite Longbow. 1.5lbs.
30 Arrows, 1lb.
18 Arrows (Silvered), 0.9lbs.
06 +1 Arrows
-Alchemists Fire x2, 2lbs
-Holy Water x3, 3lbs.
01 Sunrod 1lb.
03 Cure light wounds potions, Cl.1st
02 Cure Moderate wounds Potions, Cl.3rd
Scroll of Detect Undead,Cl.1st
Scroll of Hide from Undead,Cl.3rd
Healers Kit x1-10 doses
Bloodlock dose x4
Antitoxin vial x3
Antiplague vial x3
Soothe Syrup x1
Smelling salt x2
-Back pack, 2lbs.