Guard Captain Blacklock

Ursion Crispin's page

182 posts. Alias of John Woodford.


Full Name

Ursion Crispin

Race

Human

Classes/Levels

Ranger 1| AC 19 T 15 FF 14 | HP 11/11 | F +3 R +5 W +1 | Init +3| Perc +5| SM +1

Gender

Male ***INACTIVE***

Alignment

N

Deity

Besmara

Strength 13
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 13
Charisma 10

About Ursion Crispin

Male Sargavan (colonial) human skirmisher 1
N Medium humanoid (human)
Init +3 Perception +5

DEFENSE
AC 16, touch 13, flat-footed 13 (+2 armor, +1 shield, +3 Dex)
hp 12 (1d10+1+1)
Current hp
Fort +3, Ref +5, Will +1

OFFENSE
Speed 30 ft.
Melee kukri +4 (1d4+2/18-20/x2))
Ranged longbow +3 (1d8/x3)
Special Attacks None
Spells Known None

STATISTICS
Str 13, Dex 17, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +2; CMD 15

Feats
Weapon Finesse
Two-Weapon Fighting

Skills
Acrobatics +7/+6 in armor (+1 ranks, +2 DEX, +3 class skill, +1 trait)
Climb +6/+5 in armor (+1 rank, +2 STR, +3 class skill)
Knowledge (Geography) +5 (+1 rank, +1 INT, +3 class skill)
Perception +7 (+1 rank, +2 WIS, +3 class skill, +1 trait)
Profession (Sailor) +7 (+1 rank, +2 WIS, +3 class skill, +1 trait)
Sense Motive +3 (+1 rank, +2 WIS)
Survival +6/+7 tracking (+1 rank, +2 WIS, +3 class skill, +1 tracking)
Swim +6/+5 in armor (+1 rank, +2 STR, +3 class skill)
Racial Modifiers none

Traits
Able Seaman +1 on Acrobatics checks; Acrobatics is a class skill
Besmara's Blessing +1 on Perception and Profession (Sailor) checks; 1x/week can reroll a Profession (Sailor) check

Languages Common (Taldane), Polyglot
SQ Skirmisher archetype

Combat Gear kukri (2), light wooden shield, longbow, normal arrows (20), studded leather armor, backpack, bedroll, belt pouch (2), fishhook (2), traveler's outfit, flint and steel, sack (2), torch (5), twine (50 ft.), whetstone, waterskin, 2 days trail rations, 0 pp, 39 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Favored Class: Ranger +1 HP at L1

Tracking: +(level/2) to Survival checks when following trails

Favored Enemy: Humanoid (human); +2 to attack rolls, damage rolls; and Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.

Wild Empathy: Can improve initial attitude of an animal; roll 1d20 + ranger level + CHA mod

Not-So-Old Character Profile:
Current XP N/A
Male Sargavan (colonial) human slayer 6
N Medium humanoid (human)
Init +4 Perception +11

DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 56 (6d10+12+4)
Current hp 56
Fort +7+1, Ref +9+1, Will +3+1

OFFENSE
Speed 30 ft.
Melee +1 kukri +12+7 (1d4+2/18-20/x2) or +1 kukri w/PS +10/+5 (1d4+6/18-20/x2); mw cold iron kukri same but -1 damage; or mw alch silver lt mace +11/+6 (1d6+1/x2) or shortsword +10/+5 (1d6+1/19-20/x2)
Ranged mw comp longbow +11/+6 (1d8+1/x3)
Special Attacks +2d6 sneak attack damage
Spells Known None

STATISTICS
Str 13, Dex 18, Con 14, Int 12, Wis 12, Cha 11
Base Atk +6/+1; CMB +7; CMD 21

Feats
Weapon Finesse (campaign bonus)
Dodge (L1) (+1 AC)
Weapon Focus (kukri) (human bonus) (+1 to hit with kukri)
Two-Weapon Fighting (L2 slayer bonus) You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Piranha Strike (L3)
Quick Draw
Improved Two-Weapon Fighting (L6 slayer bonus)

Skills
Acrobatics +13/+12 in armor (+6 ranks, +4 DEX, +3 class skill)
Climb +10/+9 in armor (+6 rank, +1 STR, +3 class skill)
Diplomacy +10 (+6 ranks, +3 class skill, +1 trait)
Knowledge (Geography) +5 (+1 rank, +1 INT, +3 class skill)
Knowledge (Local) +5 (+1 rank, +1 INT, +3 class skill)
Perception +11 (+6 rank, +1 WIS, +3 class skill, +1 trait)
Profession (Sailor) +11 (+6 rank, +1 WIS, +3 class skill, +1 trait)
Sense Motive +10 (+6 rank, +1 WIS, +3 class skill)
Survival +10/+13 tracking (+6 rank, +1 WIS, +3 class skill, +3 tracking)
Swim +10/+9 in armor (+6 rank, +1 STR, +3 class skill)
Racial Modifiers none

Traits
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Besmara's Blessing +1 on Perception and Profession (Sailor) checks; 1x/week can reroll a Profession (Sailor) check.

Languages Common (Taldane), Polyglot
SQ None

Combat Gear +1 kukri, mw cold iron kukri, mw chain shirt, buckler, mw alch silver light mace, mw comp longbow 12 STR, cold iron arrows (40), silver wpn blanch (2), shortsword, mw backpack, bedroll, belt pouch (2), fishhook (2), traveler's outfit, flint and steel, sack (2), torch (5), twine (50 ft.), whetstone, waterskin, 2 days trail rations, 0 pp, 39 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Favored Class: Slayer +1 HP at L1,L2,L5,L6; +1 skill rank at L3-L4

Tracking: +(level/2) to Survival checks when following trails (+2)

Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
Ranger Combat Style (L2): Two-weapon fighting
Poison Use (L4): The slayer is trained in the use of poison, and cannot accidentally poison himself when applying poison to a weapon.
Ranger Combat Style (L6): Improved two-weapon fighting

Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Ursion is short and slender, 5'5" and #130. He has the typical Chelaxian black hair (worn long), pale skin, and fine features; his beard has yet to come in well, so he prefers to shave it close with his kukri.

Old Character Profile:
Current XP N/A
Male Sargavan (colonial) human skirmisher 1
N Medium humanoid (human)
Init +2 Perception +7

DEFENSE
AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +2 Dex, +1 Dodge)
hp 12 (1d10+1+1)
Current hp
Fort +3, Ref +4, Will +2

OFFENSE
Speed 30 ft.
Melee kukri +4 (1d4+2/18-20/x2))
Ranged longbow +3 (1d8/x3)
Special Attacks None
Spells Known None

STATISTICS
Str 14, Dex 15, Con 13, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 15

Feats
Dodge (+1 AC)
Weapon Focus (kukri) (+1 to hit with kukri)

Skills
Acrobatics +7/+6 in armor (+1 ranks, +2 DEX, +3 class skill, +1 trait)
Climb +6/+5 in armor (+1 rank, +2 STR, +3 class skill)
Knowledge (Geography) +5 (+1 rank, +1 INT, +3 class skill)
Perception +7 (+1 rank, +2 WIS, +3 class skill, +1 trait)
Profession (Sailor) +7 (+1 rank, +2 WIS, +3 class skill, +1 trait)
Sense Motive +3 (+1 rank, +2 WIS)
Survival +6/+7 tracking (+1 rank, +2 WIS, +3 class skill, +1 tracking)
Swim +6/+5 in armor (+1 rank, +2 STR, +3 class skill)
Racial Modifiers none

Traits
Able Seaman +1 on Acrobatics checks; Acrobatics is a class skill
Besmara's Blessing +1 on Perception and Profession (Sailor) checks; 1x/week can reroll a Profession (Sailor) check

Languages Common (Taldane), Polyglot
SQ Skirmisher archetype

Combat Gear kukri (2), light wooden shield, longbow, normal arrows (20), studded leather armor, backpack, bedroll, belt pouch (2), fishhook (2), traveler's outfit, flint and steel, sack (2), torch (5), twine (50 ft.), whetstone, waterskin, 2 days trail rations, 0 pp, 39 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Favored Class: Ranger +1 HP at L1

Tracking: +(level/2) to Survival checks when following trails

Favored Enemy: Humanoid (human); +2 to attack rolls, damage rolls; and Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.

Wild Empathy: Can improve initial attitude of an animal; roll 1d20 + ranger level + CHA mod

Ursion is short and slender, 5'5" and #130. He has the typical Chelaxian black hair (worn long), pale skin, and fine features; his beard has yet to come in well, so he prefers to shave it close with his kukri.

Background:
Ursion is the youngest scion of a once-wealthy Sargavan merchant family. The family was brought to destitution by the tax to the Free Captains; because of omens surrounding his birth he was raised and trained as a ranger and sailor with the intent that he would eventually command their (now nonexistent) trading fleet, but he publicly broke with his parents and siblings three years ago. He's been out on his own ever since, working wherever he could find a berth. His preference for shipboard position is lookout (particularly in bad weather), although he's becoming a fair navigator, and has distinguished himself in several boarding actions. His last berth was on a vessel of uncertain provenance that needed some major repairs, which is how he comes to be in Port Peril, hoarding his dwindling supply of coin while waiting for the repairs to be complete. The rumor of another berth drew him to the Formidably Maid; the recruiter wasn't around, so Ursion bought a grog to nurse while he waited. Thus it was that his next berth found him....

History:

Notes and Useful Pastes:
Round :

Status:

HP: 11/11 AC: 20 Conditions:

To hit: [dice]1d20 + 4[/dice]

Damage: [dice]1d4 + 2[/dice]