About Beorn BlackmaneBeorn Blackmane Male Human
Background:
Beorn grew up in the south of Brevoy. He was taught to hunt and trap by his father. It was a wild area and they had to deal with bandits, undead, orcs, goblins, lizardfolk. Beorn found that the undead disgusted him and the ferocity of the orcs intrigued him. He actually collected an orc horn bow from a fight and began to practice with it finding it rather to his liking. In his travels he has met with Brother Willum. They have shared a cookfire on more than one occasion and shared tactics with the bow. He has also met Henric Dolvia but does not know him overly well. Brevoy is his home and he will do anything he can to help the security of the small country. Beorn, like his father, has a head full of unruly black hair and a beard to match so that they come by the name Blackmane naturally. He covers his chain shirt so that only his brown and green tunic can be seen. He chose the orc horn bow for the power and so to the greatsword in case anything gets too close. Typically he still sticks with the bow but there are moments. Defense:
Initiative +7 (Dex +5, Wis +2)
Offense:
Speed 35ft (35' in armor)
Ranged
Statistics:
Str 16 Dex 19/21 Con 16 Int 14 Wis 14 Cha 12
Starting Stats
Feats:
1H. EWP Orc Horn Bow
Future
Traits:
Frontier Forged: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild. Rostlander: hardy, +1 Fortitude saves Skills:
Skill Points = 66 (7*6 Inq + 2*7 INT + 7 Race + 3 FCB) Acrobatics* 11 (4 rank, 4 Dex, 3 class)
Languages:
Common, Draconic, Sylvan Class Abilities:
Armor: A skirmisher is proficient with light armor and shields but not with medium armor, heavy armor, or tower shields. Wilderness Training: A skirmisher relies on his skills and the element of surprise rather than the heaviest shields and armor. He gains Acrobatics and Stealth as class skills. In addition, the skirmisher gains a number of skill ranks at each level equal to 4 + his Intelligence modifier, instead of 2 + his Intelligence modifier Light Infantry Training: A skirmisher fighting in a light infantry unit learns to avoid fire from enemy artillery, siege weapons, and spellcasters. He gains a bonus on Reflex saving throws against attacks that deal half damage on a successful save (such as the fireball spell) but not against traps, natural hazards, or environmental effects. replaces 2nd level feat. gaining a +1 bonus on saving throws of the appropriate type. This bonus increases by 1 for every 4 levels beyond 2nd. Reconnaissance Training: A skirmisher operating in heavily trapped or naturally hazardous areas learns to expertly avoid them. At 2nd level, he gains a +1 bonus on Reflex saving throws to avoid traps, natural hazards, and environmental effects. This bonus increases by 1 for every 4 levels beyond 2nd. replaces bravery. Mobility Training: At 3rd level, a skirmisher learns to be more maneuverable while wearing light or no armor. He gains a +1 dodge bonus to AC while wearing light or no armor and while carrying no more than a light load. Anything that causes the skirmisher to lose his Dexterity bonus to AC also causes the skirmisher to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +4 at 15th level). In addition, a skirmisher gains an enhancement bonus of +5 feet to his base speed. At 7th level, the bonus increases to +10 feet. This benefit applies only when he is wearing no armor or light armor, and when he is carrying no more than a light load. replaces Armor Training. Weapon Training: +1 hit/dmg with bows. Favored Enemy: 1st FE: Undead +4 hit/dmg, 2nd FE Human +2 hit/dmg Trapper adds Disable Device to class skills. Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps. Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. 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. Animal companion Domain: Community - Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain community: Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th. Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonuson all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexteritymodifier. Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Detect alignment: At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. Discern Lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Hunter tactics: At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats. Animal aspect: as hunter; 7 minutes, single aspect Human Racial Traits:
Movement 30' Size medium Bonus Feat Skilled: bonus skill pt per level Upgraded vision: Darkvision Gear:
Belt Pouch (loose change, caltrops, chalk x10, signal whistle, flint and steel, whetstone, ioun torch) 3# Handy Haversack (candles x10, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit, waterskin, alchemist fire x6, oil flask, Holy water x8, healer's kit) 5# Mithral Chain shirt +1 (AC 5 Max Dex 6 ACP 0)
Donkey
+1 caustic arrows x7
revealing 10 bottles of alchemist fire, 10 bottles of acid, and 20 potions of cure light. Riding Dog (Strider): six tricks Light Load 76, Medium Load 153, Heavy Load 230
PP 337 GP 51 SP 2 CP 0
Spells Known - Can cast:
0 Level (6 - )
1st Level (5 - 4+1)
2nd Level (4 - 3+1)
3rd Level (2 - 1)
Animal Companion (Reaper):
Size Large; Speed 20’, fly 80’;
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