Occultist

Corkin Cranberry's page

40 posts. Organized Play character for Knight of Yesterday.


Race

| HP 18/18 | AC 18 | F +7 R +9 W +4 | Perc +8 | Default Exploration (Search)

Classes/Levels

| Speed 25ft | Focus 0/0 | Active Conditions: None

Gender

”Corkin” | Male CG Small Halfling Ranger 1

About Corkin Cranberry

Male CG Halfling Ranger - 1
Perception +8

Languages Common, Halfling

AC 18; Fort +7; Ref +9; Will +4
HP 18

Speed 25 ft 

Str 10 (+4), Dex 18 (+4), Con 14 (+1), Int 10 (+0), Wis 16 (+3), Cha 10 (+0)

Melee: Short Sword +7 / 1d6 (P) (agile, finesse, versatile S)
Ranged: Crossbow +7 / 1d8 (P)
Skills Acrobatics +7, Deception +2, Lore: Absalom +3, Lore: Library +3, Medicine +6, Nature +6, Stealth +7, Survival +6, Thievery +7
Money: 2 GP, 1 SP, 0 CP
Bulk 4.4

Ancestry, Heritage, Home Region, Background, Class:

Ancestry - Halfling
Hit Points 6
 Size Small
 Speed 25 feet

Ability Boosts Dexterity, Wisdom, Free
Ability Flaw Strength
Languages Common, Halfling. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Halfling Humanoid
Keen Eyes Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Heritage - Twilight Halfling

Your ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.

Home Region - Absalom

You are considered a citizen of that nation. For the purpose of fulfilling prerequisites and Access Conditions for uncommon character options, you are treated as being from that nation as well as the larger region in which it’s found

Background - Urchin (Absalom)

You eked out a living by picking pockets on the streets of a major city, never knowing where you’d find your next meal. While some folk adventure for the glory, you do so to survive.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

You're trained in the Thievery skill, and a Lore skill for the city you lived in as a street urchin (such as Absalom Lore or Magnimar Lore). You gain the Pickpocket skill feat.

Pathfinder School - Generalist
Library Lore

Class - Ranger

Key Ability Strength or Dexterity
Hit Points 10 plus your Constitution modifier
Expert Perception
Expert Fortitude, Reflex
Trained Will
Trained Trained in Nature, Survival and a number of additional skills equal to 4 plus your Intelligence modifier.
Trained all simple and martial weapons, unarmed attacks
Trained light and medium armor and unarmored defense
Trained in Ranger Class DCs

Feats:

Background Feat - Pickpocket
Prerequisites trained in Thievery 
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Ancestry Feat - Distracting Shadows
You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action. 


Class Feat - Crossbow Ace
You have a deep understanding of the crossbow. When you're wielding a crossbow and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow. If the crossbow is a simple crossbow, also n erase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost.

Class features:

Level 1
Hunt Prey [One Action]

You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Hunters Edge - Precision

You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.

Gear:

Leather Armor
Price 2 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty —
Strength 10; Bulk 1; Group Leathe; Traits —

Short Sword
Price 9 sp; Damage 1d6 P; Bulk L
Hands 1
Category Martial
Group Sword; Traits Agile, Finesse, Versatile S

Crossbow
Price 3 gp; Damage 1d8 P; Bulk 1
Hands 2; Range 120 ft.; Reload 1
Category Simple
Ammunition Bolts
Group Bow; Traits —

Thieves Tools
Price 3 gp
Hands 2; Bulk L
You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.

Caltrops
Price 3 sp
Hands 1; Bulk L
These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe.

Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.

Climbing Kit
Price 5 sp
Hands 2; Bulk 1
This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

Starting Consumables
Minor Healing Potion - school
Spike Snare 3gp
Crossbow bolts 10 Price 1sp Bulk L
Crossbow bolts 10 Price 1sp Bulk L

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