Jeggare Noble

Charles Beecroft's page

1,531 posts. Alias of Luke_Parry.


Full Name

Charles Beecroft

Race

Human

Classes/Levels

Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Gender

Male

Size

Medium (6'2")

Age

34

Alignment

Lawful Evil

Deity

Abadar

Languages

Common, Infernal, Draconic, Celestial

Strength 14
Dexterity 19
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Charles Beecroft

Background:
Charles... is not a happy young man.

Born into one of the innumerable minor noble families in Egorian, Charles was not exactly raised in the lap of luxury, but his parents saw to it that he and his siblings were well-educated, and when he demonstrated an affinity for magic, they pulled some strings and managed to gain him admittance to the Egorian Academy. Admittedly, towards the bottom of the social rankings there, but he managed to claw his way up the academic rankings, eventually graduating towards the top of the class, behind the 'upper noble' students who were guaranteed the top positions solely by there rank.

Thereafter, he found employment as a jobbing conjuror, working as a companion/guard for nobles on inter-city transports. After all, it gave him the opportunity to build connections, and that is always important.

Unfortunately, in his early 30's, his world came crashing down around him.

It was a matter of public record that Charles' family had had a strong connection to the Order of the Godclaw for many generations; his own uncle was a proud member, and Charles' younger sister Rebecca followed in his foot-steps, joining up as a Armiger. Unfortunately, she fell-in with a... less than desirable crowd, who focused solely upon the Iomedean aspects of the Order, and a fairly reactionary creed at that.

These friends introduced her to other 'friends', who ultimately tempted her away from the Order, and Rebecca ended-up being killed in a foolhardy attempt to 'redeem' the nation of Cheliax.

Charles' uncle committed suicide out of shame, and the rest of the Beecroft family were ostracised for their 'irredeemable' connection to a known terrorist. Charles' parents wisely hunkered down, and attempted to weather the storm, but Charles was incandescent with rage. Not for what had been done to the family; that was just business as usual in the Infernal Empire. No, what he could *never* forgive was that his sister had been led astray and left to die, a 'martyr' for a cause. If they had *truly* valued her, they would have moved Heaven, Earth, and Hell to keep her alive!

Making bargains that would ultimately prove costly (both in this life and the next), Charles tore his sister's soul free of the Boneyard, storing it for safe-keeping in the shell of his familiar, and then settled down to his new calling: Hunting down and exterminating the vermin that had ruined his sister's life.

After all, whilst they might see themselves as leading a 'glorious revolution', all Charles sees is a terrorist group, causing untold suffering amongst those who never asked for it.

He will do whatever it takes to see all of them *burn*.

Initiative: +10 [+4 Dex + 2 Trait + 4 Familiar]
Senses: Perception +10
Speed: 30 ft

AC: 14 (10 + 4 Dex)
Touch: 14 (10 + 4 Dex)
Flat-footed: 10 (10)

Hit Points: 26/26
Fort: +5 Ref: +8 Will: +4

Combat:

Base Atk: +2; CMB: +4; CMD: 18

Melee

Ranged
+1 Mighty [+2] Darkwood Composite Longbow: +7 to hit; Dmg 1d8+3; crit 20/x2; Range 110'; Type P

Skills:

Skill Points per level:
Ranger: 6 (Class) + 3 (Intelligence) + 2 (Background)
Wizard: 2 (Class) + 3 (Intelligence) + 1 (FC) + 2 (Background)
Acrobatics +4
Appraise +3
Bluff -1
Climb +2
Craft(Bows) +7 (+3 Int + 1 rank + 3 class skill)
Diplomacy -1
Disable Device +14 (+4 Dex + 4 ranks + 3 class skill + 1 Trapfinding + 2 MW Tools)
Disguise -1
Escape Artist +4
Handle Animal +3 (-1 Cha + 1 rank + 3 class skill)
Heal +0
Intimidate -1
Knowledge(Arcana) +10 (+3 Int + 4 ranks + 3 class skill)
Knowledge(History**) +10 (+3 Int + 4 ranks + 3 class skill)
Knowledge(Nobility**) +10 (+3 Int + 4 ranks + 3 class skill)
Knowledge(Planes) +10 (+3 Int + 4 ranks + 3 class skill)
Knowledge(Religion) +10 (+3 Int + 4 ranks + 3 class skill)
Perception +10 (+0 Wis + 4 ranks + 3 class skill + 2 Alertness + 1 Ioun Stone)
Perform(Any) -1
Ride +4
Sense Motive +3 (+0 Wis + 2 Alertness + 1 Ioun Stone)
Spellcraft +10 (+3 Int + 4 ranks + 3 class skill)
Stealth +8 (+4 Dex + 1 rank + 3 class skill)
Survival +0
Swim +2

**Background

Trait:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Ex-Iomedaean:
You, or perhaps your family, were once worshipers of Iomedae, but something happened that made you lose your faith. Perhaps your family was accused of being dishonorable or cowardly, or maybe one of your family members was the victim of church “justice.” Or perhaps you simply met someone who opened your eyes and showed you the truth—that the Inheritor’s so-called honor, valor, and justice are just tin plating on a strict dogma that seeks to control people by restricting their free will. In any event, you left the church, and as a result, your family was subjected to scorn and holier-than-thou disapproval. Ever since, you’ve vowed to some day get revenge against the church of Iomedae—and with the current situation brewing in Cheliax, you might finally have the opportunity.

Benefit: Against followers of Iomedae, including many (but not all) archons and angels, you gain a +1 trait bonus on attack rolls and weapon damage rolls.

[b]Thrune Loyal Agent:
You have sworn your body to Queen Abrogail and House Thrune in a ritual ceremony, and are willing to lay down your life in service to Thrune.

Once per week, when reduced to fewer than 0 hit points, you automatically gain fast healing 1 for 1 minute. Once this ability has been used, you instead gain a +4 trait bonus on Constitution checks to stabilize when reduced to negative hit points.

In addition, you receive an invisible arcane mark of the encircled cross emblem of Cheliax as a symbol of your loyalty. This mark does not fade and is visible only to other creatures with this trait, or creatures with the ability to perceive the invisible (via see invisibility or true seeing, for example). You can make this mark visible to other creatures for 1 round as a swift action. If the mark is dispelled or removed (such as with erase), it can be replaced with another casting of arcane mark, which thereafter functions as detailed in this trait.

Feats:

1st: Point Blank Shot
1st (Human Bonus): Precise Shot
3rd: Rapid Shot

Racial Abilities:

Humanoid (Human)

Class Features:
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) - Humanoid(Human) +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 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.

Spells

Arcane Bond: Familiar (Compsognathus)

Summoner's Charm (Su):
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. This increase is not doubled by Extend Spell.

Shift (Su):
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier 6/day.

Soulbound Familiar (Ex):
A spirit binder must select a familiar for his arcane bond. Unlike in a normal familiar-summoning ritual, a spirit binder created his special familiar through a dangerous ritual catalyzed by the death of a loved one. Before the loved one’s spirit passed on to the Boneyard, the spirit binder was able to bind the spirit to an animal or vermin, which then became his familiar.

A soulbound familiar’s personality is that of the lost loved one, rather than a servant of the spirit binder. It can have any alignment, even one that is diametrically opposed to the spirit binder’s. A soulbound familiar has the base attack bonus and base saving throws of the loved one’s favored class (using the spirit binder’s level as its level) (Paladin). If the loved one died before the beginning of the campaign, the spirit binder selects the familiar’s favored class at 1st level and it cannot be changed. This ability alters arcane bond.

Arcane School - Conjuration; Opposition Schools - Evocation/Illusion: A spirit binder can’t choose necromancy as an opposition school. This ability alters arcane school.

Lost Talents (Ex):
A spirit binder’s soulbound familiar possesses some of the ability of the lost loved one, and it is capable of learning more. At 1st level, 5th level, and every 5 levels thereafter, the spirit binder’s familiar gains a new feat for which it meets the prerequisites. This ability replaces Scribe Scroll and the wizard’s bonus feats.

Spells:
Cantrips (4): Arcane Mark, Detect Magic, Ray of Frost, Read Magic
1st level (2+1+1): Grease**, Infernal Healing**, Keep Watch, Mage Armor**
2nd level (1+1+1): Alter Self, Glitterdust [0/2 used]**

Spells Known:

Cantrips:
Resistance, Acid Splash**, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1st level:
Comprehend Languages, Crafter's Fortune, Endure Elements, Feather Fall, Gravity Bow, Grease**, Identify, Infernal Healing, Keep Watch, Mage Armor**, Magic Missile

2nd level:
Alter Self, Glitterdust**

Equipment:

Ioun Torch (75gp)
Cracked Dark Blue Rhomboid Ioun Stone (-)
Explorer's Outfit (-)
Waterskin (1gp) [4 lbs]
+1 Mighty [+2] Darkwood Composite Longbow (2600gp)
Cloak of Resistance +1 (1000gp)

MW Backpack (50gp):
Spellbook (-)
Waterproof Bag (0.5gp)
Bedroll (0.1gp)
Winter Blanket (0.5gp)
Glass Bottle (2gp)

Belt Pouch (1gp):
Flint and Steel (1gp)
Iron Vial x2 (0.2gp)
Small Steel Mirror (10gp)
Chalk x5 (0.05gp)
Inkpen (0.1gp)
Ink (8gp)
Iron Spike (0.05gp)
Sewing Needle (0.5gp)
Traveler's Any-Tool (250gp)
Goblet of Quenching (180gp)

Ammunition:
Durable Cold Iron Arrow x45 (90gp)
Durable Mithril Arrow x20 (1500gp)
Durable Adamantine Arrow (183gp)
Blunt Arrow x18/20 (2gp)

Extra spells scribed:
Crafter's Fortune (-15gp)
Gravity Bow (-15gp)
Keep Watch (-15gp)

Coins: 1000gp, 0sp, 0cp

Mauler Familiar, Rebecca:
Compsognathus 4
LE Medium Magical Beast
Init +6; Senses low-light vision, scent; Perception +7
Defense
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 13/13
Fort +5, Ref +3, Will +3
Offense
Speed 40 ft., Swim 20 ft.
Melee bite +6 (1d6+2+Poison)
Space 5 ft., Reach 5 ft.
Statistics
Str 15, Dex 13, Con 14, Int 6, Wis 11, Cha 5
Base Atk +4; CMB +6; CMD 17
Feats Skill Improved Initiative
Skills Craft(Bows) -1, Disable Device +5, Handle Animal -2, Knowledge(Arcana) +2, Knowledge(History) +2, Knowledge(Nobility) +2, Knowledge(Planes) +2, Knowledge(Religion) +2, Perception +7, Spellcraft +2, Stealth +5, Swim +10
Special Abilities
Alertness, Improved Evasion, Share Spells, Empathic Link
Bond Forged In Blood(Su)
Increased Strength(Ex)
Battle Form (Su)
Feats
Improved Unarmed Strike (1st), Dragon Style (6th)