Rogeif Yharloc

Kit 'Skylark' Bridger's page

930 posts. Alias of Briccone.


Full Name

Kit 'Skylark' Bridger

Race

Human

Classes/Levels

Ranger 6 (Guide)/Champion 1 (HP 83/83 AC:19 T:11 F:19 Saves F:+7 R:+6 W:+3 CMB:+10 CMD:22 Init:+1 Perc: +10 Survival +10)

Gender

Male

Size

Medium

Age

20

Alignment

CG

Deity

Erastil

Languages

Common, Orc

Occupation

Explorer, Guide, Hellraiser

Strength 19
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 12
Charisma 11

About Kit 'Skylark' Bridger

Kit 'Skylark' Bridger
Male Human Ranger 6/Champion 1 Archetypes Guide
CG Medium humanoid (human)
Init +1, Senses darkvision 60 ft. Perception +10
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DEFENSE
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AC 19, touch 11, flat-footed 19 (+8 armor, +1 deflection)
hp 83 (6d10+23)
Fort +7, Ref +6, Will +3
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OFFENSE
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Speed 20 ft.
Melee +1 greataxe (two handed) +13/+8 ((two handed) 1d12+7/x3)
Melee +1 dagger +11/+6 (1d4+5/19-20)
Ranged heavy crossbow +7/+2 (1d10/19-20)
Ranged +1 dagger (thrown) +8/+3 (1d4+1/19-20)
Special Attacks mythic power(5/day, surge +1d6)
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STATISTICS
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Str 19, Dex 12, Con 14, Int 10, Wis 12, Cha 11,
Base Atk +6/+1; CMB +10; CMD 22
FeatsArmor Proficiency, Heavy, Cleave, Endurance, Power Attack, Weapon Focus (Greataxe), Weapon Focus (Mythic)
Skills Acrobatics -6 , Acrobatics (When Jumping) -10 , Appraise +2, Climb -3 , Diplomacy +6 , Escape Artist -6 , Fly -6 , Handle Animal +7 , Heal +10 , Knowledge (Dungeoneering) +4 , Knowledge (Geography) +8 , Knowledge (Nature) +9 , Linguistics(Orc) +1 , Perception +10 , Ride -6 , Stealth -6 , Survival +10 , Survival (Follow or identify tracks) +13 , Swim -3 , Use Magic Device +1
Languages Common, Orc
Traits Hard To Kill, Ruin Delver (Campaign)
SQ absorb blow, bonus feat, combat style feat, favored terrain (forest) +2, guardian, mythic tier, pierce the darkness, ranger's focus, skilled, surge, terrain bond, track +3, wild empathy +6
Combat Gear potion of barkskin, trail ration (5), potion of lesser restoration, potion of cure light wounds (5), potion of cure moderate wounds; Other Gear half-plate, +1 greataxe, heavy crossbow, +1 dagger, ring of protection +1, explorer's outfit, backpack, common, waterskin, crossbow bolts (10), bedroll wand of stone call with 7 remaining charges

Rejuvenation vine: This leafy, green tendril extends only a single foot in length with a small, barbed thorn at either end. When wrapped around a wearer’s wrist or neck, it provides increased healing properties over an extended period of time regardless of activity. Once the barbs pierce the wearer’s flesh, the vine doubles natural rates of healing for wounds and ability damage. If the wearer is infected with a non-magical disease or poison while wearing a rejuvenation vine, it also provides a +2 resistance bonus to the wearer’s continuing saving throws to resist the disease or poison. If the vine goes three days without water and sun it may go dormant until it receives those things.

Gold: 1911GP, 9SP, 2CP
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SPECIAL ABILITIES
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Absorb Blow As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Bonus Feat Humans select one extra feat at 1st level.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. 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. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. 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.

Darkvision (Ex) Range 60 ft. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Guardian Not all mythic characters seek glory and fame for themselves. Some take a more humble route, watching over those dear to them or the lands they call home. Guardians seek connections with those around them, even the beasts, and draw their power from the trust of such bonds. This doesn't mean that all guardians are peaceful--indeed many use violent means to further their goals and safeguard those they watch over. But they find worth in those who travel with them. In battle, none can take the sort of punishment and wounds that a guardian can sustain.

Role: When others would retreat, you stand your ground. Your place is at the front of the battle, taking every hit your enemies can give while daring them to dish out more. Your job is to stop your enemies' advance, interposing yourself in the path of peril. You'll gladly take all that brutal punishment and return the beating with zeal. The wounds you suffer might kill a lesser hero, but you relish the thrill of combat, confident that your physical and mental perfection will lead to victory.

Classes: Any class that is frequently in the middle of a chaotic melee will find many valuable abilities within the guardian path. Barbarians, cavaliers, fighters, inquisitors, monks, and paladins all make excellent guardians. Some of the guardian's powers also lend themselves to the druid, ranger, or even the summoner, granting bonuses to companions and allies.

Guide:Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges.

Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Hard to Kill Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Mythic Tier You are a 1st-tier mythic character.

No Racial Subtype You have chosen no racial subtype.

Pierce the Darkness (Sp) You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet.

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.

Ruin Delver Your home planet held a number of ruins from an ancient, long lost civilization dotting its landscape. At some point, you explored them and, during one such foray, you found a small trinket with curious properties, keeping it with you ever since. You gain a +2 trait bonus on Appraise checks. In addition, you gain a small bauble of your choice worth 100 gp. If sold, the trait bonus on Appraise checks is reduced to +1. Examples of such objects include:

A fist-sized, solid black sphere which can hover up to 6 feet off the ground, but cannot otherwise move. The sphere has a button flush with the curvature that when pressed reveals a small indentation which can hold a tiny object weighing 1 lb. or less.

A small, clear pyramid that houses a smaller black spindle which always points towards a specific, unchangeable star.

A cracked mirror which can capture the reflection of the last creature to look at it, holding such an image for up to 8 hours. The GM has the final discretion on what sort of baubles might qualify for this trait.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Terrain Bond (Ex) 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.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Weapon Focus (Great Axe)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Focus (Mythic) (Great Axe)
You're a master of one type of weapon
Benefit: Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Armor Proficiency, Heavy You are skilled at wearing heavy armor.

Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Endurance Harsh conditions or long exertions do not easily tire you.

Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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.

Shield Of Swings When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

PbP stats:

Race Line in Profile:
CG Male Human
ranger
5
Archetypes
Guide,
Class Line in Profile:
(HP 65 AC:18 T:10 F:18 Saves F:+5 R:+4 W:+2 CMB:+8 CMD:20 Init:+1 Perc: +7

Created using PCGen 6.05.00 on Mar 7, 2016

Description:
Kit ‘Skylark’ Bridges is a burly man with a bushy beard. His hair is long and adorned with trinkets and animal bones. He is dressed in animal pelts that have seen better days. They are covered in dark stains and whether it is mud or dried blood, no one can say. A huge dagger is strapped to one of his legs and a small axe the other. He is either chewing on the stump of a cigar or smoking a pipe.

Personality:
Kit is a gregarious fellow always ready with a tall tale.

History:
Kit ‘Skylark’ Bridges was born in the ‘Stolen Lands’ in a one-room log cabin on the shores of Lake Hook tongue. He spent many a day trapping and hunting around the lake for the cabin was not too far from a game trail. His parents always told him to beware of the Hooktongue Orm and told him stories about how the Orm would carry off naughty children. These tales terrified young Kit, but as he grew older he began to enjoy them and started to spin his own yarns of the Hooktongue Orm.

The stolen Lands are known for their banditry, and it was a group of bandits that visited the cabin one day while Kit was checking his traps. Kit does not know why his parents were murdered and the cabin burned, but he didn’t care. He spent the next few weeks trying to find the bandit party responsible, but anyone he came across was either genuinely unaware or too scared to say who the bandits were. Frustrated he hired himself out as a guide for posses from Brevoy that were hunting bandits. After many bandits were either hung or brought back to Brevoy for justice, Kit’s bloodlust had been satisfied.

From Brevoy he traveled to Eleder where explored the Mwangi Expanse for two years. He then traveled to Katapesh and worked a summer as a caravan driver. He then took up with an orc-tribe in the Hold of Belkzen where he took an orc wife. He was expelled from the tribe when the shaman saw orcs dancing in the streets of the human settlement of Trunau and as a human, he was no longer welcomed. He left behind his wife, Trezza and his half-orc son, Krib. After many more months of traveling and exploring, he finds himself in Kaer Maga.

Look Ahead:
Sword and Board Ranger with some archery skills.

Why?:
Why not? Who can say no to meeting strange beings and if the world is going to end, you might as well be there at the beginning!

Party Treasure:

-12 CLW potions

-An odd flat glass thing that when we touch it makes an image appear in the air of the three of us.

-Six pearls (worth 50 gp each),

-1 magic cloak

-1 odd pane of glass about the size of a page from a book, covered in odd etched lines.

-2,145gp

+1 longspear

masterwork sling

2 potions of cure moderate wounds

+1 hide armor

4 masterwork longspears

4 potions of cure light wounds

4 simple hide armor

5 small orange crystal tied around their neck (Fading Magic)

A +2 heavy mace

A caster's shield (with meld into stone)

2 potions of water walk

57 pp,

1911 gp,

2379 sp,

554 cp,

14 diamonds (100 gp each),

+1 breastplate,

masterwork longsword,

boots of the enduring march,

a bottle of messages,

a small pouch of dust of tracelessness,

a fan feather token

bag of holding (type II)

+1 dagger with a jeweled scabbard (worth 100 gp),

a scroll case with a scroll of fly,

an elixir of tumbling,

a masterwork set of thieves' tools,

an emerald ring