About The Hermit Ganit D'Artain
Human Ranger 3 / Rogue 2
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.
1st Favored Enemy: Humanoid(Human) +2
Track (+1) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (+1) 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.
Sneak Attack (1d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding (+1) A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Combat Style (Archery) At 2nd level, a ranger must select one combat style to pursue. 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.
Endurance A ranger gains Endurance as a bonus feat at 3rd level.
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.
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.
Forest (coniferous and deciduous)
Total Ranks: 34
(C) = Class Skill
Favored Enemy(Human): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type.
+1 Mithral Shirt, 10 lbs
Stag Lord's Bow (when not held: inside Efficient Quiver)
Cold Iron Battleaxe, 6 lbs
Dagger, 1 lb (boot sheath)
Mwk Dagger, 1 lb (inside Wrist Sheath)
Boots of Elvenkind, 1 lb
Efficient Quiver, 2 lbs
Weight: 21 lbs
Weight: 12 lbs
Weight: 9.5 lbs
Weight: 108.9 lbs
Total Weight Carried 42.5 (29 lbs without backpack)
Carrying CapacityLight: 66lbs, Medium: 67-133lbs, Heavy: 134-200lbs, Overhead: 175lbs, Lift: 350lbs, Push/Drag: 875lbs.
Horse CR 1
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
Skills Perception +6
Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
Saddlebags 108.9 lbs
Background, Description & Personality:
Ganit D'Artain has seen it all. Why wouldn't he? He has lived on the borderland nearly 15 years and the grounds nearing the stolen land are anything but uneventful. He's seen legions of Brevoy's soldiers gone insane from the forest's tricks. Seen the shadows of peculiar beasts patrolling the riverbeds. The charred remnants of settlers displayed by their near fully constructed homes. He's seen it all.
Though in a way, the border can be fruitful for those who can manipulate it. Ganit has learned the ways of the land a hundred times over. He's made his income trapping and skinning some of the less horrifying denizens of the wood or playing cartographer for the more snobbish of visitors. On occasion he's even lead groups through some of the safer passages though he knows well enough where he should turn back. He isn't above selling his talents for scouting or search and rescue jobs, depending on the man or woman who offers it. His price isn't cheap but when he begins a task he will see it through.
He claims to have joined the party to serve as a guide. Having rejected several similar exploratory charters it seems strangely out of character for him to do such a thing, if of course there were a person close enough to him take note of such a thing. It takes a long time for him to warm up to strangers (and even longer for most to warm up to him), his talents in wilderness and artistry with a bow make him an almost invaluable ally. And should you prove your worth to him, he would carry you to the edge of the earth.
Ganit stands slightly taller than the average human at about 5'11. He wears form fitting black leather armor and grieves underneath a high collared highwayman's jacket (think Brotherhood of the Wolf) with heavy outdoors-man's boots. His densely packed quiver is located on the backside of his belt, stationed above his right hip. A scimitar and its scabbard are seated on a dedicated belt hanging loosely under his left hip. All weapons, save for his bow, are normally covered under the length of his cape-like jacket. He is known to wear a beaver skin tricornered hat while traveling.
His thick, once black hair has grown silver and grey over the past years. The border is rough land on even the strongest willed. He keeps it pulled back in a rogue knot to keep it from spoiling his vision. Underneath his right eye there's a scar carved deep into his cheek which runs the length of his face and ends slightly below his collarbone. He grows a thick beard so that the majority of it stays hidden, as if to make it more appealing. He doesn't care to address the origins of his disfiguring wound, often times he'll give a different story to each who asks. Examples range from "Your Mother" to "Weretiger" to "Mosquito Bite."
To Be Sold
Party Loot Standings: