Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4
About Karl the Bastard
Karl the Bastard
Male Half-Elf Ranger (Guide) 4 / Rogue 2
CG Medium Humanoid
Init: +4; Senses: Low-Light Vision; Perception +16
Before you stands a half-elf, six feet tall and thickly-muscled. His pale blond hair and slate grey eyes belie the Ulfen stock of his human heritage.
Age 26 years, Height 6'0", Weight 180 lbs, Hair Pale Blonde, shoulder length, clean shaven, Eyes Slate Grey
AC 18, touch 13, flat-footed 16 (+6 Chain Shirt +1, +2 Dex, +1 deflection)
Hp: 49 (10+2d8+3d10+6 Con +5 FC)
Fort +5, Ref +9, Will +5
Defensive Abilities: +2 vs. enchantment spells & effects; Immune: Sleep
Melee: +3 greatsword (w/ pommel stone) +12 (2d6+9) or heavy flail +9 (1d10+6) or Cestus +9 (1d4+4)
Range: +1 Composite Str (+3)Longbow +8 (1d8+4) or dagger +7 (1d4 + 5)
Track (Ex) (+2 to Survival Skill Checks to Track)
Wild Empathy (Ex) (+4 to interact with animals)
Ranger’s Focus (Ex):
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 +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy. (2 / day)
Sneak Attack +1d6
Trapfinding (+1 to spot and disable traps)
Rogue Talent (Combat Trick / Quick Draw)
Combat Style Feat (Archery / Rapid Shot)
Favored Terrain (Ex)(Underground):
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
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.
Bonus Feat (Endurance)
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.
This ability replaces hunter’s bond.
Traits: Highlander (+1 Stealth, +2 in Hills), Armor Expert (Reduce Armor Check Penalty by 1), Chance Savior (+2 Initiative)
Languages: Common, Elven
Enchanted Whetstone (Grants +1 to hit and damage to a slashing or piercing weapon 1/day. Lasts 24 hours.)Upgraded: The sharpening stone has been worn smooth, but it can now be attached to the pommel of any weapon with a hilt. It must be attached for 24 hours before the weapon gains the benefits. It adds a +1 to hit and +1 to damage, increasing by +1 every five character levels (so +2 at 6th, +3 at 11th, etc). – On Greatsword
haunt siphon - If opened within 20 feet of an incorporeal spirit, ghost, haunt, etc, the haunt siphon deals 2d6 points of positive energy to the target. Opening the haunt siphon is a move action that requires two hands; one to hold it and another to open the clasp and twist the lid.
If used, the haunt siphon automatically resets in 24 hours, but it can be manually reset if a spell of positive energy of at least 1st level is cast into it.
+1 Greatsword (+3 w/ pommel stone) (2d6/19-20/x2) 8 lbs S
Heavy Flail (1d10/19-20/x2) 10 lbs B disarm, trip
Cestus (1d4/19-20/x2) 1 lb B or P
+1 Composite Strength (+3) Longbow (1d8x3) 3 lbs P 110' range
Dagger (1d4/19-20/x2) 1 lb P/S 10' range
Dagger (Cold Iron) (1d4/19-20/x2) 2 lbs P/S 10' range
Flask Acid (1d6) 1 lb ranged touch, splash 10'
2 Flasks Alchemist’s Fire (1d6) 1 lb each, ranged touch, splash 10’
Notes: Karl takes care to sharpen his Daggers with a whetstone each night before he sleeps. (+1 Damage on first hit)
28lbs total weapons
+1 Chain Shirt +5 AC, +4 MDB, -1 ACP, M: 30', 25 lbs
When Karl first left his mother's home, he had to clothe himself against the cold nights and got into the habit of wearing the skins of the animals he took, layer upon layer, no matter the weight. Eventually he became accustomed to the extra bulk and now barely even notices the weight of his armor and clothing. (Armor Expert Trait) Additionally, Karl is quite fastidious about his armor and equipment having had to work for everything he owns. He will scrub and blacken his armor whenever possible, and often can be found mending some small piece of equipment when he has a spare moment.
Combat Trained Heavy Horse CR 2
N Large animal
Init +4; Senses low-light vision, scent, Perception +8
AC 19, t 13, ff 15 (+4 Dex, -1 size, +2 nat, +4 armor)
hp 19 (2d8+10)
F +8, R +7, W +3
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+5)
Space 10ft.; Reach 5ft.
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
BAB +1; CMB +7; CMD 21 (25 vs. trip)
Feats Run, Light Armor Proficiency
Skills Acrobatics +3, Climb +4, Escape Artist +3, Perception +8, Stealth +3, Survival +3, Swim +4
SQ Combat Trained: (attack, come, defend, down, guard, and heel)
Treasure Masterwork Chain Shirt Barding (+4 AC, -1 ACP) = 550gp, 50lbs; Bit & Bridle 2gp, 1 lb, Military Saddle 20gp, 30lbs, Saddlebags 4gp, 8 lbs (300gp for animal itself. Total: 876gp)
Light 399 or less, Medium 400 - 798, Heavy 799 - 1200
Karl carries a small, gold locket. Inside is a miniature portrait of his mother. She is depicted as she was when she first ran off with Karl's father. The locket itself is worth around 5g in materials. Karl keeps it in a small pocket in his vest. He does not take it out or look at it very often, but he does take comfort from its presence. It was the only item of value that was not pawned before Karl's mother began laying with men for coin. Karl stole it when he left home.
Felanwyr Tarranwyll, Father, male elf, whereabouts unknown
Ingrid Olesdottir, mother, female human (ulfen), deceased, buried outside the town of Lepidstadt
Ole Riggsen, maternal grandfather, male human (ulfen), whereabouts unknown