Valeros

Basil Kettering's page

628 posts. Alias of Luke_Parry.


Full Name

Basil Kettering

Race

Elf

Classes/Levels

Ranger 3 (Divine Tracker / Infiltrator) (HP 21/21) (AC 19/14/15) (CMD 19) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Gender

Male

Size

Medium

Age

240

Alignment

Neutral Good

Languages

Common, Elven, Orc, Abyssal

Strength 14
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 14
Charisma 8

About Basil Kettering

Air / Good

Appearance:

At 6’2”, with broad shoulders and a thinly muscled frame, Basil towers over most men, but is more akin to a climbing vine than a sturdy oak. He rarely smiles, typically remaining aloof from those around him. His most distinguishing feature, however, is a large brand of a butterfly on his left cheek, announcing to all the world his chosen allegiance.

Outlook:
Basil is generally quiet, but is by no means shy - he simply believes that one should not speak unless one has something useful to say. When he does speak, his comments tend to brief, and to the point. He believes in honest hard work as being the only way to ever achieve anything lasting, and tries to live up to that ideal in his day to day life.

Background:
Basil is a Forlorn elf, having grown up outside Kyonin. Because of that, he feels a stronger connection with the world of humans, than the world of elves. Of course, he has never truly felt like he belonged anywhere - throughout his long life, he has never settled down in one place for long, preferring the vagaries of the open road to the certainties of city life.

Nevertheless, there *are* certain hubs that he keeps coming back to, time after time. He originally discovered Sandpoint shortly after it was founded, and whilst he never had any interest in settling down there permanently, he finds it a convenient place to keep coming back to when he needs to relax, resupply, or find a caravan that would benefit from having another guard along for the ride.

On one of his many perambulations, he came across an isolated hamlet that had been burned and half-destroyed by a tribe of orcs, its residents killed... or worse. Amongst the... organic detritus... he found a young half-elf child - barely more than a toddler, really, from an elf's perspective - who had somehow managed to survive.

His normally itinerant lifestyle was not suited to raising a child, so he curbed his wanderlust for a few years (what's a decade or two when you can expect to live many centuries?), and more or less settled down in the environs of Sandpoint.

Once the child - Rosemary - was old enough to look after herself, he went back to his old life. However, although he would not entirely admit it to himself, he could not quite go back to being as carefree as before - he might leave, but like a boomerang, he would always come back to catch-up with her, the girl who was less than a daughter, but more than a friend.

Initiative: +6 [+4 Dex + 2 Trait]
Senses: Low Light Vision, Perception +6
Speed: 30 ft (30 ft in armor)

AC: 19 (10 + 4 (MW Chain Shirt) + 1 (Buckler) + 4 Dex)
Touch: 14 (10 + 4 Dex)
Flat-footed: 15 (10 + 4 (MW Chain Shirt) + 1 (Buckler))

Hit Points: 21/21

Fort: +4 Ref: +7 Will: +3

Immune to magic sleep effects.

+2 racial bonus on saving throws against enchantment spells and effects.

+2 trait bonus on all saving throws against charm and compulsion effects.

Combat:
Base Atk: +3; CMB: +5; CMD: 19

Ranged
+1 Mighty [+2] Composite Longbow: +8 or +6/+6 to Hit; Dmg 1d8+3; crit 20/x3; Type P or B

Skills:
Skill Points per level: 6 (Class) + 2 (Intelligence) + 2 (Background**) + 1 FC
Acrobatics +4
Appraise +2
Bluff -1
Climb +8 (+2 Str + 3 ranks + 3 class skill)
Craft(Bows) +8 (+2 Int + 3 ranks + 3 class skill)**
Diplomacy -1
Disguise -1
Escape Artist +4
Handle Animal +5 (-1 Cha + 3 ranks + 3 class skill)**
Heal +8 (+2 Wis + 3 ranks + 3 class skill)
Intimidate -1
Knowledge(Dungeoneering) +8 (+2 Int + 3 ranks + 3 class skill)
Knowledge(Geography) +8 (+2 Int + 3 ranks + 3 class skill)
Knowledge(Nature) +8 (+2 Int + 3 ranks + 3 class skill)
Perception +10 (+2 Wis + 3 ranks + 3 class skill + 2 Keen Senses)
Ride +4
Sense Motive +0
Spellcraft +8 (+2 Int + 3 ranks + 3 class skill)
Stealth +10 (+4 Dex + 3 ranks + 3 class skill)
Survival +8 (+2 Wis + 3 ranks + 3 class skill)
Swim +1

Feats:
1st: Point Blank Shot
2nd level (Ranger Bonus Feat): Precise Shot
3rd: Rapid Shot

Traits:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Birthmark:
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Racial Features:
Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light.

Elven Immunities:
Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Elven Magic:
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Long-Limbed:
Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Class Features:
Favored Enemy - Orc +2 (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.

Adaptation (Ex):
At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

At 8th, 13th, and 15th-level, the ranger chooses another one of his favored enemy types and selects one adaptation from that type's list, as well as an additional adaptation from any one list of a creature type he's selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. This class ability replaces favored terrain. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.

Humanoid (orc): darkvision 60 ft., ferocity, intimidating, orc blood, weapon familiarity.

Equipment:

Explorer's Outfit
+1 Mighty [+1] Composite Longbow (2600) + Locked Gauntlet (8gp)
MW Chain Shirt (250gp)
Buckler (15gp)

Durable Cold Iron Arrow x30 (60gp)
Durable Alchemical Silver Arrow x20 (60gp)

Backpack (2gp)
Bedroll (0.1gp)
Winter Blanket (0.5gp)
Grappling Hook (1gp)
50' Hemp Rope (1gp)
10' Pole (0.05gp)

Belt Pouch (1gp)
Whetstone (0.02gp)
Chalk [x3] (0.03gp)
Iron Vial [x3] (0.3gp)
Flint and Steel (1gp)

Coin = 0gp, 0sp, 0cp