Rust Risen

Paeter Linseed's page

346 posts. Organized Play character for rpblue.


Full Name

Paeter Zelish Linseed IV

Race

Pathfinder-in-Training HP: 43/49 | AC 29* | T 15 | FF 26* | Fort +7 | Ref +8 | Will +4 | CMD 19 | Initiative +5 | Perception +11 | Survival +9 | Kn.(Dun) +6; (Nat) +8; (Rel) +8 | Acro. +10 | Climb +8

Classes/Levels

Resources:
Spells: 2/2 | CLW: 40/50

Gender

Active Buffs:
Undead: Darkvision; Bite/Claw (x2); +1 Nat AC

About Paeter Linseed

Paeter Linseed of the Linseed Clan
PFS # 73433-17
Male Halfling Ranger 5
N Medium Humanoid (halfling)
Initiative +5;

Defense::

AC 27, touch 15, flat-footed 24 (+8 armor, +4 shield, +3 Dex, +1 size, +1 deflection)
HP 49 (5d10+15)
Fort +7, Ref +8, Will +4
Defensive Abilities

Offense::

Speed 15 ft.
Melee +1 trident +9 (1d6+3) [Piercing]
Melee masterwork spiked light shield +9 (1d3+2) [Piercing]
Melee cold iron longsword +8 (1d6+2; 19-20) [Slashing]
Melee mithril gauntlet +9 (1d2+2) [Bludgeoning]
Ranged sling +9 (1d4+2)

Spells::

Ranger - CL 2
1st: 1+1/day Inflict Light Wounds (x2)

Statistics::

Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Base Attack +5; CMB +6; CMD 19
Feats: Improved Shield Bash [1], Shield Focus [3], Power Attack [5]
Bonus Feats: Two-Weapon Fighting [2], Endurance [3]
Skills (30 Ranks)
Acrobatics [2] +10 (+7 with armor); Climb [1] +8 (+5 with armor); Handle Animal [3] +6; Knowledge(Dun.) [3] +6; Knowledge(Nature) [5] +8; Knowledge(Religion) [5] +8; Perception [5] +11; Profession [1] +5; Survival [5] +9;
Languages Common, Halfling
Traits History of Heresy - +1 trait bonus to Will Saves; Reactionary - +2 trait bonus to Initiative checks
Racial Traits Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Slow: 20’ move speed; Fearless: +2 racial bonus on saves against fear; Halfling Luck: +1 racial bonus to all saves; Sure-footed: +2 to Acrobatics and Climb; Keen Senses: +2 to Perception; Weapon Familiarity: Halfling
SQ Track, Wild Empathy, Favored Enemy (Humanoids(human) +4, Outsiders (Evil) +2), Favored Terrain (Urban)
Combat Gear cold iron longsword, +2 spiked light quickdraw steel shield, trident +1, mithril spiked gauntlet, +2 breastplate, ring of protection +1, sling
Other Gear Backpack, Bedroll, Small Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft.

Special Abilities::

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 (Ex): 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.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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 (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.
Favored Terrain (Ex) 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.
Hunter’s Bond At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his 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).