Lord Glorio Arkona

Bertrand Wilhelm's page

205 posts. Alias of thejeff.


Full Name

Bertrand

Race

Human

Classes/Levels

Ranger/2

Gender

Male

Size

Medium

Age

18

Alignment

Chaotic Good

Location

Falcon's Hollow

Languages

Common

Occupation

Logger

Strength 18
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 12
Charisma 10

About Bertrand Wilhelm

Bio:
Like most in Falcon's Hollow, Bertrand is a logger. Unlike most, he also loves the woods for themselves. He supplements his meager income by hunting whenever he can.
Bertrand is the oldest of 5 children. His father, also named Bertrand, died in a logging accident 5 years ago. That's when Bertrand had to start logging full time.

Personality:
Outside of his work and commitment to provide for his family, Bertrand is brash and impulsive in his actions. He's comfortably in the woods or at his job, but awkward in social situations. He has no great ambitions, because he's never seen any opportunity.

Description:
Bertrand is tall and well-built. Deeply tanned from working outside his whole life. Shaggy long brown hair. Secretly proud of his new mustache.

Notes:

Stats:
Male Human Ranger 2
CG Medium humanoid (human, human)
Init +2; Senses Perception +6,

DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather )
hp 22 (2d10)+2 Current:
Fort +4, Ref +5, Will +1

OFFENSE
Speed 30 ft.
Melee greataxe (two handed) +6 ((two handed) 1d12+6/x3)
Melee Power Attack: greataxe (two handed) +5 ((two handed) 1d12+9/x3)
Ranged longbow +4 (1d8/x3)
Ranged Rapid Shot: longbow +2/+2 (1d8/x3)
Space 5 ft.; Reach 5 ft.
[b]Special Attacks
Favored Enemy (Animal) +2,

STATISTICS
Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency
Skills
Climb +8,
Craft (Bows) +4,
Handle Animal +5,
Knowledge (Nature) +5,
Perception +6,
Stealth +7,
Survival +6, Survival (Follow or identify tracks) +7,
Swim +7

Languages Common
Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +2,
Possessions arrows (20); greataxe; outfit (explorer's); Studded Leather; Backpack [ Bedroll; Grappling Hook; Lantern (Hooded); Oil (1 Pint Flask) (x2); Rope (Hemp/50 ft.); Sack; Waterskin (Filled); Whetstone; ]; Longbow ; Pouch (Belt) [ Flint and Steel; ]; Pouch (Belt) ; Sack ; Dagger (x2) ; shortsword ;
; Elderwood moss wrapped in cloth ;
; Joe Dane's ring w/ flaming hawk crest ;
; masterwork stonemason's tools ;
; sack w/ 62 gp ;
; 300 gp ruby ;

SPECIAL ABILITIES

Bonus Feat Humans select one extra feat at 1st level.
Favored Enemy (Animal) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.