![]()
About CanetorBackground
Their son was born and had a happy childhood learning about the cult. The harsh life of the desert proved to be good for him growing up, and he learned the facts of life very quickly, especially by being an uncommon race in the city. He frequently ventured the desert and learned some survival skills, but he always managed to be home for history and religion lessons. When he found out that he was to have a little sister, he was not very happy at first, but immediately changed his mind when he saw her being born. She was fully human and was named Neko. In few days, she received the holy mark of Pharasma and their parents were mortified. But this only served to make Canetor feel more protective of her. By hiding her mark, the family of four lived by their ways as best as they could. After talking to their spiritual leader, the family learned that they would need to participate more actively in their faith, namely give bigger donations. That is when Canetor started serving as a guide for tomb raiders. The new money was helpful to them, but they also had hopes of finding relics of Osiris that they could use to appease their leader and gain the forgiveness for Neko's accidental sin. Basic Info:
STR 16, DEX 19, CON 12, INT 10, WIS 14, CHA 8 Half-orc Male Medium Size NG Ranger (Guide archetype) lvl 5 BaB 5 Init +4 (add 2 in the desert); Senses: Perception +7 (add 2 in the desert), SM +2, Darkvision CMB +8 (5BaB +3strength) CMD 22 (5BaB +3strength +4dexterity +10) Favored Class Ranger (+5 hit point) Defense
Offense
Favorite Terrain:
Level 3 - Desert Spells:
CL 2 Concentration: +4 (2 CL +2 Wis) DC: 12+spell level Spell level (Slots per day): Prepared
Traits, feats, skills and languages:
Traits: Armor Expert: Reduce 1 ACP Devotee of the Old Gods: +1 Know History/Religion +1 trait bonus on save vs divine magic. Feats:
Skills (6 ranks/level):
Background skills:
Languages: Common, Orc Equipment:
Magical gear +1 Composite Longbow (+3 str) Cloak of Resistance +1 Ring of Protection +1 Antitoxin x1 Alchemist's fire x1 Holy water x1 Sunrod x1 Potion of cure light wounds Normal gear
Money left: 106.8
Money transactions:
Money tracked in gp. Sp and cp are tracked in decimals Spent
Race abilities:
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Darkvision: Half-orcs can see in the dark up to 60 feet. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Class abilities:
Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day. This ability replaces favored enemy. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): 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. Combat Style Feat (Ex) - Archery: At 2nd level, a ranger must select one combat style to pursue. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Endurance: A ranger gains Endurance as a bonus feat at 3rd level. Favored Terrain (Ex): At 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. Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.
|