Rakshasa

Carran's page

219 posts. Alias of Rocan.


Full Name

Carran

Race

Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13

Classes/Levels

Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Gender

Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22

Special Abilities

Scent, Evasion, Black Cat

Alignment

CN

Location

Alkenstar

Languages

Common, Catfolk

Strength 22
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Carran

Carran:

Carran
Male Catfolk Ranger (Urban Ranger/Skirmisher) 12 / Fighter (Archer) 2
CN Medium Humanoid (Catfolk)
Init +5; Senses: Perception +23, Scent

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DEFENSE
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AC 26, touch 17, flat-footed 21. . (+5 Dex, +9 Armor, +2 Deflection)
HP 123 (10 +13d10+12+28)
Fort +13, Ref +13, Will +7 (may reroll one failed Reflex Save)

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OFFENSE
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Speed 30 ft. (Medium armor), Climb 20 feet
Melee: +3 Adamantine Greatsword +23/+18/+13 (2d6+12 19-20x2)
with Power Attack +19/+14/+9 (2d6+24 19-20 x2)
Ranged: + 2 Composite Longbow +6; +21/+16/+11(+5 Dex, +14 BAB)(115ft); (1d8+8 x3)
With Deadly Aim +17/+12/+7 (1d8+16 x3)
With Rapid Shot, Manyshot: +19/+19/+14/+9 (2d8+16/1d8+8/1d8+8/1d8+8)
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STATISTICS
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Str 22 (15+3+4), Dex 20(14+2+4), Con 14(10+4), Int 10, Wis 16(14-2+4), Cha 10(8+2)
Base Atk +14/+9/+4; CMB +20; CMD 35 (10 +6 Str +5 Dex +14 BAB)
Feats: Rapid Shot (2nd level Ranger), Manyshot (6th level Ranger), Improved Precise shot (10th level Ranger), Power Attack (-4+8)(1st level Fighter), Cleave (2nd lvl Fighter), Black Cat (1st lvl), Deadly Aim (3rd lvl), Quick Draw (5th lvl), Point-Blank Shot (7th lvl), Opening Volley (9th level), Precise Shot (11th lvl), Clustered Shots (13th lvl).
Traits: Acrobat; +1 Acrobatics -2 when Accelerated Climb, City Defender; +1 to all critical hit confirmation rolls
Skills: Acrobatics 13 rank (+21), Climb 13 rank (+21+8Racial=29), Disable Device 13 rank (+20,+10vs traps), Knowledge (Local) 1 rank (+7), Perception 13 rank (+22), Stealth 13 rank (+23), Survival 2 ranks (+13), Handle Animal 2 ranks (+5). (AC penalty -1 incorporated)
Languages: Common, Catfolk.
Combat Gear: Mithral Breastplate +3 (9200gp), +2 Composite Longbow +6; (8.7k gp), +2 Adamantine Greatsword (21050gp), 34 Common Arrows (3gp), 19 blunt arrows (2gp), 20 flying arrows (+20feet distance) (2gp)
Other Gear: Boots of the Cat (1k gp), Belt of Physical Might +4 (40k gp), Headband of Inspired Wisdom +4 (16k gp), Ring of Protection +2 (8k gp), Trapspinger’s Gloves (+5 Disarm Traps skill) (4k), backpack (2gp), Pouch Belt (1gp), 100ft Silk Rope (20gp), Bread and Sausages (Meat, double portions)(4cp, 6sp), 2 Waterskins (2gp), Falconry Gauntlet (10gp), patchwork Cloak (5gp), hot-weather outfit, Hip Flask (1gp). (1gp 3sp 6cp left)
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SPECIAL ABILITIES
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Cat’s Luck Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Climber Catfolk hunters excel at hunting prey from trees and other high vantage points. catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Bonus Feats: Power Attack, Cleave, Rapid Shot, Manyshot, Improved Precise Shot.
Hunter’s Tricks; 5 tricks known, 8/day : Tangling Attack, Surprise Shift, Aiding Attack, Hateful Attack, Chameleon Step
Scent: Some catfolk favor a keen sense of smell over sensitive sight. catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
Urban Ranger
At 1st level, an urban Ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Favored enemy: Construct; +4 attack and damage, Bluff, Knowledge, Perception, Sense Motive, Survival vs constructs
Abberations; +4 to attack and damage, Bluff, Knowledge, Perception, Sense Motive, Survival vs Abberations
Humanoid (Human) + 2 to attack&damage, Bluff, Knowledge, Perception, Sense Motive, Survival vs Humans.
Track +5 when Tracking
Wild Empathy
Combat StyleArchery; Rapid Shot. Manyshot, Improved Precise Shot
Favored Community: Alkenstar: +4 Initiative, Knowledge (Local), Perception, Stealth and Survival.
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.
This ability replaces favored terrain.
Trapfinding: +5 Perception to find checks, +5 to Disable Device checks, can disarm magical traps.
At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.
This ability replaces endurance.
Push Through
At 7th level, an urban Ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the Ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.
This ability replaces woodland stride.
Hawkeye
At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
This ability replaces Bravery.
Quarry:

Black CatOnce per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability.
Favored Class Bonus: Ranger (+10 HP)

Blend In Use Stealth instead of Disguise to belnd into a crowd in your favored community.

Animal companion kestrel: Serlek:

Small animal
Init +4; Senses: Perception +13, Low-Light Vision

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DEFENSE
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AC 20, touch 14, flat-footed 16. . (+4 Dex, +6 NA)
HP 64 (8d8+16+8)
Fort +8, Ref +10, Will +5 (+4 vs Enchantment spells and effects)

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OFFENSE
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Speed 10 ft, 80 ft Fly (No armor)
Melee: Bite +7 (1d4+2; 20x2)
2 Talons: +7 (1d4+2; 20x2)

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STATISTICS
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Str 15, Dex 19, Con 14, Int 2, Wis 14, Cha 6
Base Atk +6; CMB +8; CMD 22 (10 +2 Str +4 +5 BAB)
Feats: Skill Focus (Perception), Alertness, Skill Focus (Stealth), Toughness
Skills: Fly 3 ranks (+10), Perception 3 ranks (+13), Stealth 1 rank (+11), Survival 1 rank (+6), Escape Artist no ranks (+6).
Tricks: Seek, Watch, Come, Deliver, Down, Fetch, Heel, Stay, Flee, Bombard, Hunt

Evasion, Link

Background:

Carran came to Alkenstar as a wounded youngster, his caravan coming to trade witth Alkenstar was waylaid by the strange creatures of the Mana Wastes. A caravan and patrol of Alkenstar itself came by the waylaid caravan and found him the sole survivor, after burying their own comrades amongst the caravan a small group took the young catfolk with them back to the city. There he was taken care of by a small orphanage. As he grew up he immediately set himself aside from his other friends, not only because he was of a different race, but also his tendency to climb atop of the roofs and jump from one building to the other.

His freedom atop of the buildings gave him a boldness that not most of his friends had, he knew secret entries to most buildings, a clear view over the city. Though this habit of him climbing atop every building put him on the list of people to be watched by the mechanical guardians of the city. Though not many people cared about it, some were bothered by the possible sudden spying eyes on their roofs. Carran was apprehended in his teens by one of the constructs walking around town, struggling to get loose was pointless in its iron grip and he was brought before a precinct captain of the guards. The captain himself was pretty lenient, but the auomatons kept silent watch over him everywhere he went from then on. Carran felt angry and hated them for that, never seeming to be out of sight of one.

Several times he tried to disable one of the constructs by jumping on one of them from above, trying to pry loose any vital parts, but to no avail. Getting dragged back to the precinct office became a bother to both parties. He got a warning to leave the automatons alone or be locked into jail fors ome time. A few weeks later he broke into one of the automaton makers’s home, stealing the new plans for a better construct. He managed to get inside the house quietly, pick the lock of the door and break open the safe. He got caught when the man woke up to go to the toilet and found a cat-like person standing in his house. He got away then, but the description could only mean one person. Though impressed by his skills he was sent to jail fors ome weeks at a time.

As he got older, his senses sharpened, seeing more by day than he used to, he kept as silent a watch over the city as the mechanical guardians did. Never trusting the cold look and efficiency of lifeless beings he made sure he did his part for the city he grew up in. This meant silent patrols along the walls as well. One day he saw farther than any other guard on duty that day and warned the troops of a caravan being attacked by strange creatures outside of town. Taking his time he fired the only weapon in reach, a masterfully crafted bow, though the string was hard to pull, the range was incredible he shot it several times at the creatures he saw harassing the poor tradesmen on the road. Grotesque creatures but large enough to make a good target from afar, he missed a few but the rest found their mark inside one creature. That being the veteran head of the caravans, he rewarded Carran later with more gear than he could ever hope for, the bow a gift to him as well. As another thank you, Carran’s skills were acknowledged by the guards and the town’s leaders in protecting the city for future threats.

Carran now stalks the roofs of Alkenstar still, coming so high as the nesting grounds of the birds of prey that could survive these harsh lands. He found one small nestling there with none of its parents present. Feeding and raising the bird by himself on that high tower gave him much joy and companionship. The large kestrel and he were often inseparable, though as things got tough Carran sent his friend away, not wanting him to get hurt. Now no more alone on keeping vigilant watch, Carran and his feathered companion Serlek watch for trouble, Carran senses a foul smell on the air, something isn’t right.

Personality:

Carran is a free spirit, usually ranging the roofs of Alkenstar. Mostly he views others staying on the ground as scared or weak just because they prefer to keep safely on the ground. He is not a mean person though, other care-free spirits will find a welcome companion in him. Others perhaps an impulsive nuisance. Golems or constructs however have an adversary in him, he doesn’t trust them for one bit.

Appearance: