Abra Lopati

Ceril Surefoot's page

39 posts. Alias of inxpitter.


Full Name

Ceril Surefoot

Race

Human

Classes/Levels

Ranger / 1

Gender

Male

Size

Medium Humanoid

Age

23

Strength 14
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 13
Charisma 10

About Ceril Surefoot

Ceril Surefoot
Male Human Ranger 1
NG Medium
Init +4;

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Defense
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AC 16 (+2 armor, +4 Dex), 14 touch , 12 flat-footed
HP 11 (1d10, +1 Con)
Fort +3 (+2 base, +1 Con), Ref +6 (+2 base, +4 Dex), Will +1 (+0 base, +1 Wis)

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Offense
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Speed 30 ft.
Melee +1 Spiked Gauntlet(1d4+1/x2)
Ranged +4 Longbow, Composite (1d8+0/x3, 110ft)
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 17
Languages: Common

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Feats
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Point Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

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Traits
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Dropout: You were the one accused. Although you were
eventually freed when a friend confronted the fisherman
and got the truth, the damage had been done. You were
forced to leave your school (perhaps the Acadamae)
or church. As a result, you were forced to self-train
and promised yourself you would become better at your
chosen profession despite the spurning of your peers. You
gain a +2 bonus on Spellcraft checks.

Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near.
You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

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Skills
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Acrobatics +8 (1 rank)
Climb +6 (1 rank)
Perception +5 (1 rank)
Knowledge (nature) +4 (1 rank)
Survival +5 (1 rank)
Sneak +8 (1 rank)

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Background Skills
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Knowledge (geography) +4 (1 rank)
Handle Animal +4 (1 rank)

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Gear
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Spiked Gauntlet (5 gp, 1 lbs.
Longbow, Composite (100 gp, 3 lbs.)
Arrows, Common (40) (2 gp, 6 lbs.)
Arrow, Dye (2) (2 gp, 8 lbs.)
Arrow, Smoke (1) (10gp, - )
Arrow, Tangleshot (1) (20 gp, -)
Arrow, Thistle (10) (10 gp, - )
Leather Armor (10 gp, 15 lbs.)

Backpack (2 gp, 2 lbs.)
[
*Bedroll (1 sp, 5 lbs.)
*Blanket (5 sp, 3 lbs.)
*Torches, 10 (1 sp, 10 lbs)
*Flint and Steel (1 gp), - )
*Lamp (1 sp, 1 lbs.)
*Oil, 10 1-pint flasks (5 sp, 5 lbs.)

*11 gp 7 sp
]

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Ranger 1

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex)

Humanoid (Human)

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 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.

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Backstory
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Age: 23
Hair: Auburn
Eyes: Brown
Height: 5' 10"
Weight: 120 lbs.

Backstory: Ceril was born in the city of Korvoso, and was raised follow the rules and keep his nose clean. He worked hard, studied hard, and was well on his way to the elite Sable Company. It was his dream to ride with one of those magnificent beasts, the proud gryphons.

But now, because of Gaedran Lamm, he'd probably never get the chance. An accusation of murder doesn't leave you untarnished.

It was a case of being in the wrong place, at the wrong time, but spending a week in custody was enough to ward of Sable Company's recruiters as his folks ran around collecting bail money. Even now, with his name clear, his blemished reputation is smeared all over the dirty boot of the real murderer, Gaedan Lamm.

And Ceril is going to get some payback, even if he has to track him past the city limits.

Personality: Ceril is undergoing a personal crisis. Before his life was sent spiraling, he actually was a very law focused citizen. But now, a personal vendetta has driven him to question if the law's of his home are truly all they were built up to be.
Often, you'll find him looking skyward, still a shred of hope that one day he'll be flying with a bestial friend someday.