Jakardros Sovark

Clacent's page

193 posts. Organized Play character for Lecky.


Full Name

Clacent Freeblade

Classes/Levels

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

About Clacent

Clacent Freeblade
Male Human Ranger
N Medium Humanoid (Human)
Init +8; Senses Perception +5

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Defense
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AC 18,touch 12 ,flat-footed 16 (+6 AC, +2 Dex)
Hp 12 (1d10, +2 Con)
Fort +4, Ref +4, Will +2

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Offense
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Speed 30ft
Melee MWK Greatsword +6 (2d6+4) 19-20/x2
Ranged MWK Composite Longbow +4 (1d8) 20/x3 110 ft
Dagger +2 (1d4+4) 19-20/x2 10 ft
Special Attacks

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Stats
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Str 18
Dex 14
Con 14
Int 10
Wis 12
Cha 8
Base Attack +1, CMB +5, CMD 17
Feats Improved Initiative, Power Attack
Racial Mods +2 Str
Languages Common

Human Skills:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Ranger Class Features:

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): 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.


Traits:

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. You gain a +2 trait bonus on Initiative checks.

Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Ranger Class Skills

Climb +4 (+4 Str)
Craft +0 (+0 Int)
Handle Animal +3 (-1 Cha, +1 Rank, +3 CS)
Heal +1 (+1 Wis)
Intimidate +3 (-1 Cha, +1 Rank, +3 CS)
Knowledge(Dungeoneering) +0 (+0 Int)
Knowledge(Geography) +0 (+0 Int)
Knowledge(Nature) +4 (+0 Int, +1 Rank, +3 CS)
Perception +5 (+1 Wis, +1 Rank, +3 CS)
Profession +1 (+1 Wis)
Ride +2 (+2 Dex)
Spellcraft +4 (+0 Int, +1 Rank, +3 CS)
Stealth +6 (+2 Dex, +1 Rank, +3 CS)
Survival +5 (+1 Wis, +1 Rank, +3 CS)
Swim +4 (+4 Str)

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Equipment
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Four-Mirror (45 gp, 45 lbs)
- + 6 AC, +2 Max Dex, -5 ACP, 30% Arcane Spell Failure, 20 ft
Ranger's kit (9 gp, 28 lbs)
- This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
Wrist Sheath (1 gp, 1 lb)
Grappling Hook (1 gp, 4 lbs)
Masterwork Greatsword (350gp, 8 lbs)
Masterwork Composite Longbow (400 gp) 3 lbs
- 20 Arrows (1 gp) 3 lbs
Dagger (2 gp, 1 lb)
Potion of Cure Light Wounds (1x) (50gp, 1 lb)
Weight - 96 lbs (light load)
Gold - 21 gp 1 sp 8 cp
Total PP - 2 PP
Wand of Cure Light Wounds 49/50

Background:

Clacent grew up with this family on a farm far from the cities. Their main livelihood was mostly farming and hunting. Growing up near the forest isn't exactly a nice childhood. One day when he was hunting for food with his father, they got surprised by a dire wolf jumping on top of rock almost killing him. Luckily his father got a hold of him and managed to pull him in time. That pretty much explains the huge scar on his face. Normally this kind of accident would make you generate some hate towards nature itself or just the wolves, but Clacent and his father knew, that the wolf is just doing what it takes to survive just like them. The difference though is, nature only takes enough of what it needs, unlike the greedy capitalists of the cities that just ravage the forest of trees, kill animals for fancy furs, take them from their homes so they can provide amusement to them. That reason alone makes Clacent resentment towards his own kind. He decided to be the representative of nature, so they can have a voice in the society and that's where he decided to join the pathfinders. He thought that he will represent them and spread information about the wrongdoings of civilization. Just like the food chain, he knew he has to make it to the top to have a greater say in things, and this is where his story starts.

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Misc
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Favored Enemy Humanoid (Humans)