![]()
About Charles BeecroftBackground:
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]
AC: 14 (10 + 4 Dex)
Hit Points: 26/26
Combat:
Base Atk: +2; CMB: +4; CMD: 18 Melee Ranged
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:
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:
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 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):
Wild Empathy (Ex):
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):
Shift (Su):
Soulbound Familiar (Ex):
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):
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:
2nd level:
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):
Belt Pouch (1gp):
Ammunition:
Extra spells scribed:
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) |