Blast Shadow

Cedric Montgomery's page

39 posts. Alias of Cuàn.


Race

Gravebound (Human)

Classes/Levels

Ranger (Trapper) 1| Inquisitor 1 HP:18/18 AC:16 TA:12 FF:14 F:4 R:4 W:4

Gender

Male

Size

Medium

Age

19

Alignment

Neutral

Strength 18
Dexterity 14
Intelligence 10
Wisdom 14
Charisma 10

About Cedric Montgomery

Base Stats:

HP: 18
Initiative: +2
Speed: 20 ft
Current XP: 75

Attack
BAB: +1
Melee: +5
Ranged: +3
CMB: +5

Defenses
AC: 16 FF: 14 T: 12
CMD: 17
Fort: +4
Ref : +4
Will: +4

Attacks:

Scythe: +7, 2d4+6, x4, P or S
Shortbow: +4, 1d6, x3, P, 60 ft

Skills:

[ ] Acrobatics +0
[ ] Appraise +0
[C] Bluff +0
[C] Climb +2
[C] Craft [Traps] +4 (trained, 1)
[C] Diplomacy +0
[C] Disable Device +6 (trained, 2)
[C] Disguise +4 (trained, 1)
[ ] Escape Artist +0
[C] Fly +0
[C] Handle Animal +4 (trained, 1)
[C] Heal +2
[C] Intimidate +1
[C] Knowledge [Arcana] +0
[C] Knowledge [Dungeon] +0
[C] Knowledge [Geography] +4 (trained, 1)
[C] Knowledge [Nature] +4 (trained, 1)
[C] Knowledge [Planes] +0
[C] Knowledge [Religion] +0
[ ] Linguistics +0
[C] Perception +8 (trained, 2)
[ ] Perform [ ] +0
[C] Profession [Butcher] +6 (trained, 1)
[C] Ride +0
[C] Sense Motive +8 (trained, 1)
[ ] Sleight of Hand +0
[C] Spellcraft +0
[C] Stealth +5 (trained, 2)
[C] Survival +8 (trained, 2)
[C] Swim +2
[ ] Use Magic Device +0

Traits & Feats:

Traits:
Raven Prince:
You begin play with a raven that is loyal to you. It knows the Come and Stay commands. If at any time your raven dies, you may return to your grave and spend 24 hours resting there. At the end of that time period, one more raven descends to follow you (it also will know Come and Stay).

Feats
Race : Power Attack
Level 1 : Furious Focus

Racial Abilities:

Skilled:
+1 Skill rank per level

Bonus feat

Darkvision 60 ft

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.

Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.

Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.

Undead do not breathe, eat, or sleep.

Class Abilities:

Favored Class : Ranger, Bonus: +1 Skill Point

Armor Proficiency: Light, Medium, Shield (not tower)
Weapon Proficiency: Simple, Martial, Hand Crossbow, Repeating Crossbow

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.

Favored Enemy (Ex): Animal +2
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 or identify tracks.

Wild Empathy (Ex): +0
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.

Judgement (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Spoiler:

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex):
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 (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Domain: Feather (Animal)
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex):
You gain a racial bonus on Perception checks equal to 1/2 your Inquisitor level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your Inquisitor level – 3.

Spells:

Spells Known:
Level 0: 4 (DC:12)
Detect Magic
Disrupt Undead
Guidance
Light

Level 1: 2 (DC:13)
Ear Piercing Scream
Inflict Light Wounds

Spells per day:
Level 0: Unlimited casting
Level 1: 2

Equipment:

Armor:
Breastplate
Spoiler:

AC: +6
ACP: -3
Max Dex: +3
ASF: 20%
Properties: Masterwork

Weapons:
Scythe, Masterwork

Spoiler:

DMG: 2d4
Crit: x4
Type: P or S
Properties: Trip

Composite Longbow
Spoiler:

DMG: 1d8+2
Crit: x3
Type: P
Range: 110 ft
Ammo: 60 Arrow
Properties: Composite +2

Handaxe
Spoiler:

DMG: 1d6
Crit: x3
Type: S

Other Equipment:
Explorer's Outfit
Adventurer's Sash

Flask of Holy Water

Arrows (60)

Ranger's Kit
Artisan's Tools
Mapmaker's Kit

7 G

Background:

As the son of a butcher in central Belisaire Cedric grew up in an urban environment. Being born the third child and second son of his father Eric, son of two Middenford immigrants, and his mother Irina, traveller's daughter and outcast since her marriage to an outsider, there was no pressure on him to take over the family business. That did not mean he didn't grow up amongst the carcasses in the butcher shop and that he killed and butchered his first chicken at age six. He was by all means trained to step in his father's footsteps, but he didn't have to.

This freedom, though a limited one, made Cedric decide to branch out by the time he was twelve. Culling cows and pigs had become the norm and were rather boring. No, the fun stuff was what the trapper that worked for his dad brought in: rabbits, geese, wild boars, deer and once even a bear, though the trapper said he hadn't killed it but took it right after seeing it taken down by another, bigger bear. All these stories sound like adventure to Cedric and after first asking his father and then nagging at his mother he had permission to join the trapper in his hunts.

To his own disappointment he once again had to start small, hunting ducks and rabbits. While his traps were clever and innovative it soon became clear that archery wasn't Cedric's forte. Normally that meant missing a target but on the first day they were hunting boar Cedric hit his mark, in the posterior. Furious by the attack the boar charged at Cedric and the trapper, who he learned was name Hank, and Hank turned and ran. Cedric however didn't, instead he drew one of the cleavers he had brought from his dad's butcher shop and waited for the boar to approach him. Once he was in striking distance from the boar Cedric stepped aside to let the charging boar pass and at that moment came down hard on it with the clever. The boar ran past him a bit further, spraying blood over the moors, and then collapsed. Soon the ragged breathing ended as the blood loss became to much to bear. Hank was stunned and when he asked Cedric how he knew what to do the answer was simple: He didn't. He simply figured running was pointless since the boar could chase them down with ease and the rest was more luck than anything. Sure, he had experience with scared animals from his work as a butcher so he knew how to anticipate and dodge but this was something different. It didn't really matter as that night he returned to the city triumphant and his family bought and ate the boar to celebrate the triumph.

The years after he never experienced a similar triumph. Sure, there were more boar kills, and elk and other deer but none of them were confrontations like that one time. Now, seven years since he started working for Hank, Cedric recently started on his own and had become the sole supplier of the butcher shops run by his father and by his brother in law. Today he brought in a particularly big haul; more than twenty rabbits, eleven ducks and geese and a deer, as well as a bunch of quails, the result of the first foray further south. Now he was sleeping soundly in his own little room above the butcher shop run by his sister and brother in law, oblivious as to what the next day would bring.

Appearance:

Cedric is a lean, muscled young fellow. His black hair is hidden under a simple straw hat and his piercing blue eyes stare at you from under them. He isn't particularly pretty but his good physique and and adventurous line of work make him an interesting target for many young girls seeking a husband. Normally he wears a simple woollen attire in browns and greens, occasionally with a fancy red silk scarf, gifted by the rare few of his mother's family that do come by to visit.

On the hunt he exchanged this simple garb for a leather suit consisting of a chestpiece, a jacket and pants. On his back he'd carry both a longbow used for hunting birds and a long blade he once received as a gift from a wealthy Jahi merchant who came into the city and wanted to dine on the biggest elk available. He also carries a pack with assorted materials for his traps as well as his old butcher's cleaver.

Personality:

A modest man, Cedric isn't one to brag, though on request he tells stories about seeing bears the size of wagon carts and moose twice that size. He is a friendly chap that doe not take any pleasure in the killing of the game but neither does he regret it. Each time he takes a life, even that of a rabbit or a duck, he whispers a prayer to the goddess of beasts and asks for her forgiveness.