Full Name |
Aerodus Lurconarr Charthagnion III |
Race |
Human (Cheliaxian) |
Classes/Levels |
Ranger (Skirmisher) 3 | hp: 23/25 | AC 16 | T 13 | FF 13 | CMD 18 | Fort +4 | Ref +6 | Will +4 | +2 to all saves against divination effects | Init +3 (+5 in forest) | Perc +8 (bonuses in alias) | Sense Motive +3 (+5 vs humans) |
Gender |
Male |
Size |
Medium (5'11"; 165 lbs) |
Age |
19 |
Special Abilities |
favored enemy (humans +2), favored terrain (forest +2), track +1, wild empathy +1 |
Alignment |
Chaotic Neutral |
Languages |
Common, Cheliaxian |
Strength |
15 |
Dexterity |
17 |
Constitution |
13 |
Intelligence |
13 |
Wisdom |
14 |
Charisma |
10 |
About Aerodus Lurconarr Charthagnion
Aerodus Lurconarr Charthagnion III
Male Human (Cheliaxian) Ranger (Skirmisher) 3
CN Medium Humanoid (human)
Init +3 (+5 in forest); Senses Perception +8 (+10 against humans)
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DEFENSE
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AC 16, touch 13, flat-footed 13
hp 25
Fort +4 (+8 to saves to avoid nonlethal damage from hot or cold environments; +8 to saves made to resist damage from suffocation), Ref +6, Will +4; +2 against divination effects
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OFFENSE
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Speed 30 feet
Melee longsword +5 (1d8+2/19-20/x2)
dagger +5 (1d4+2/19-20/x2)
Ranged longbow +7 (1d8/x3; 100 ft range)
dagger +6 (1d4+2/19-20/x2; 10 ft range)
Special Attacks favored enemy (humans +2)
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STATISTICS
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Str 15 (+2), Dex 17 (+3), Con 13 (+1), Int 13 (+1), Wis 14 (+2), Cha 10 (+0)
Base Atk +3; CMB +5; CMD 18
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Bluff +0 (+2 vs humans), Climb +7, Intimidate +6, Handle Animal +5 (+7 to improve initial attitude), Knowledge (geography) +6 (+8 in forest), Knowledge (nature) +7, Perception +8 (+10 vs humans; +10 in forest; +12 in forest vs humans), Sense Motive +3 (+5 vs humans), Spellcraft +5, Stealth +9 (+11 in forest), Survival +8 (+9 to follow tracks; +10 vs humans; +11 vs human tracks; +10 in forest; +13 vs human tracks in forest), Swim +7 (+11 to resist nonlethal damage from exhaustion); +2 on Knowledge checks vs humans
Traits Armor Expert (reduce armor check penalty by 1), Carefully Hidden (+1 bonus to Will saves and a +2 bonus to saving throws against divination effects), Suspicious (+1 on Sense Motive and becomes class skill)
Languages Common (Taldane), Cheliaxian
SQ combat style (archery), favored terrain (forest +2), track +1, wild empathy +3
Combat Gear studded leather armor (20 lbs), longbow (3 lbs), longsword (4 lbs), dagger (1 lb), 53 common arrows (>9 lbs), 5 smoke arrows, 4 thistle arrows (0.6 lbs)
Other Gear Ranger’s kit (a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin) (28 lbs) (carrying 45.6 lbs)
Money 17 gp
Acquired Loot Adamantine Arrowhead (find a way to turn into an arrow), book on plants and diseases (+2 circumstance bonus to Knowledge (nature) and Heal checks for treating diseases [have to be reading while taking checks]), 4 broken arrows (to be fixed), Puzzle box and notes for it (acquired from Koriah, half-elf member of the Pathfinder Society)
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SPECIAL ABILITIES
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Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
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.
Favored TerrainAt 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. Favored Terrain: Forest +2
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Track A ranger adds half his level (minimum 1) to Survival checks made to follow tracks.
Weapon Focus (longbow) +1 to all attack rolls made with a longbow
Wild Empathy 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.
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Backstory
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Aerodus has had a troubled life. Born into the minor noble family, the Charthagnion, in Egorian, he was expected for great things. The Charthagnion were a family of Infernal sorcerers, going back for generations. Aerodus the 3rd never showed signs of magical aptitude. He was cast aside for his younger sister (by 2 years), Vibia. He grew up alone, taking up the bow and harnessing his talent, to gain some amount of attention. However, it was for naught. When Aerodus turned 17, his parents decided to replace him with his sister as the family’s heir. This was the breaking point. The young man packed what little he had and ran away. A few weeks after, his parents discovered several marriage contracts that were asking for Aerodus’s hand. One of these contracts was from Queen Abrogail II, who developed a small crush on Aerodus after seeing his skills in various competitions. The elder Charthagnions sent out a capture order, hiring the Hellknights and mercenaries to capture him. However, at Cheliax’s northern border, Aerodus came across a small group of Hellknights, ready to take him in. The new ranger killed them, making him wanted throughout Cheliax. For the next two years, Aerodus ran, avoiding and killing any Hellknights and bounty hunters sent to capture him. He decided to head to Sandpoint, thinking that they wouldn’t look in a backwoods town...
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Appearance
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In Cheliax, Aerodus was the picture of good nobility. Dark brown hair that flowed down his shoulders, blue eyes, clean pale skin. During his life on the run, his appearance changed dramatically. He now stands at 5’11”. His hair is now shorter, roughly cut. He also came across a Varisian gypsy who managed to dye his hair to a fiery red. His skin is now slightly tan. His face is now marred with a scar on his left cheek and a scar on his lips. He has a healthy amount a stubble from lack of shaving. He wears sturdy, worn studded leather armor. He has black cloth pants, a dark green shirt, and worn brown boots. He also wears a dark brown cloak with the hood almost always up. He always has his ash bow on hand.
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Personality
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The man can be described as emotionless or constantly angry. He always has a small scowl on his face and doesn't talk much. He doesn’t make friends, preferring to continue his life in solitude. He is now fully aware of the hardships that reality can bring. He has an impulse to make others suffer, maybe it’s to relieve his past pain. Due to his past and the role that magic had on his suffering, he now hates magic, sorcerers, and any arcane magic users.
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Family
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Aerodus Charthagnion II - The patriarch of the family. He is a high class Infernal sorcerer and a member of the Church of Asmodeus. Cold, calculating, and scheming, he couldn’t care about his son. He now sees him as only a bargaining chip, a way to get into the higher nobility.
Aspeixa Charthagnion - The matriarch of the family. She is quiet and submissive, being married through a arranged marriage. She cares slightly about her son. But has to follow her husband’s lead.
Vibia Loraine Charthagnion - The only member of the family who actually cares about her brother. She's the future heir of the Carthagnion family. She is a very talented Infernal Sorcerer. Sad and disheartened by his leave, she’s determined to get her brother back. Some of the mercenaries that Aerodus killed mentioned that they were hired by Vibia personally.
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Deities
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For the last two years that Aerodus has been on the run, he has been exposed to quite a few gods. These are his thoughts on some of them.
Asmodeus: He couldn’t care less about the patron god of Cheliax. Doesn’t even see him as a god. More like some “bigger devil. But a devil all the same.” If his family wasn’t training Vibia, then they were paying homage to Asmodeus. His sister is for the Lawful aspect of the devil, but not the evil he represents
Calistria: One of Aerodus’s patron gods. She is one who helps exemplify Aerdous’s new lifestyle as a mercenary and a wanderer
Cayden Cailean: The primary god. Aerodus sees him as the prime exemplary of the mercenary
Desna: Sees as the goddess of luck, which has gotten him out of serious messes
Erastil: Only sees Erastil as the god of the hunt and the bow
Gorum: Worships as the god of battle and strength
Gozreh: Relies in Gozreh as the god of all nature
Nethys: Hates Nethys for giving the world Magic
Shelyn: Doesn’t know about the goddess of love. But slightly wishes to understand her.